6th-level Spell: Temple of Serenity

Dream Magic (Conjuration)

You begin to pull an Echo deep from within Limbo of a dream or memory of an ancient temple out into the world at an empty point on the ground you can see within range. You must be within the Wilds in order to cast this spell. The temple occupies a cube up to 60 feet on each side.   The temple has at least one door and takes the shape of a stepped, stone pyramid with three levels, with lush greenery growing on top of each of its tiers. Strange, glowing symbols are carved into the stone in various places, lighting up the temple.   The temple holds various rooms which you determine upon completion of the spell, but it must contain at least 1 room that looks to be an archive or library, as well as a room for healing.   Divination spells of 6th level and below can't target creatures within the temple or create sensors inside of it.   When you cast the spell, choose one or more of the following creature types for the temple to oppose: Aberrations, Swords, Pentacles, Spirits, Undead, or Wands. If such a creature attempts to enter the temple, it must make a Charisma saving throw. On a failure, it can't enter the temple for 24 hours. On a success, whenever it makes an attack roll, an ability check, or a saving throw inside the temple, it must roll a d4 and subtract the number rolled from the d20 roll.   When the spell ends, any creatures or objects inside the citadel are expelled into the open spaces nearest to the entrance. Additionally, casting this spell on the same spot every day for a year makes the echo permanent, and counts as a level 1 Temple.   Source: TfV (Temple of the Gods/modified)
  • Casting Time: 1 hour
  • Range: 120 feet
  • Components: V, S, M (a gemstone worth at least 50gp, which the spell consumes)
  • Duration: 24 hours
  • Ritual: No


Cover image: by Yaroslav Golubev

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