Temples can be built in any style a caster desires, as long as an internal enclosure is enclosed by walls, ceilings, and doors. There were as many windows as the caster determined and any level of illumination . For the inside, which exuded a perfume of burning incense. Only creatures designated by the caster could open or close the door.
Depending on the caster, the temple dealt with either celestials, fey, fiends, or undead creatures. It was impossible for creatures of the chosen type to enter the temple unless. They were able to resist the spell’s repulsion, however, their every effort was hindered as if they were under a bane spell. Within the temple, divination sensors targeting the world or people were blocked.
-Mr. Wood, House of the Gods, 5e
- Duration: 1 hour
- Distance: 120 feet
- Parts: V, S, M
- 24-hour duration
- Scales: None
- Spellcasters: Cleric
This temple had a structure extending into the Ethereal Plane, and its magical material could not be traversed by any means. Even our antimagic field could not dispel it. Disintegration destroyed the only spell that could destroy a temple of the gods.
Following the spell’s expiration, the temple disappeared after 24 hours. In an equivalent place, a permanent temple was made if the spell was cast daily for a full year . The temple you see at the bottom comes to life when you cause it to shimmer. Approximately 120 feet on all sides must be available to fit the within an unoccupied cube. During the spell, the remains. The holy symbol used in the casting represents whatever god, pantheon, or philosophy it is dedicated to.
The appearance of the temple is entirely up to you. You have access to the inside through a door and can use as many windows as you wish. The inside is enclosed by a floor, walls, and roof. You and any creatures you designate can open and close the door once you cast the spell.. A large open area surrounds the temple, with an altar at one end. The temple can be illuminated with bright light or dim light, depending on your preference. There is an incense smell filling the air inside, so it’s mildly warm.
Once you cast this spell, the temple will oppose the creatures you choose. Celestials and elementals can be chosen, as well as fey, fiends, and undead. In order to enter , a creature of the chosen type must make a Charisma saving throw. Upon failing to save, it will be unable to enter for 24 hours. Despite the creature being able to enter the temple, its magic hinders it. Whenever it makes an attack roll, a capability check,. Or a saving throw in , it must roll a d4 and subtract that number from its d20 roll.
Furthermore, divination spells cannot target creatures inside the , nor can the sensors created by divination spells appear there. Finally, whenever any creature within the temple gains hit points from a spell of 1st level or higher. The creature gains additional hit points equal to your Wisdom modifier (minimum 1 hit point).
An opaque magical force forms the temple, extending into the Ethereal Plane, blocking ethereal travel into the temple’s interior. Nothing is able to pass through its exterior. Dispel magic can’t dispel it, so an antimagic field can’t do anything about it. The temple is destroyed immediately by a disintegrate spell. Casting this spell on an equivalent spot every day for a year makes it permanent.