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The temple could have any appearance desired by the caster, within the parameters of getting an internal encased by walls, a ceiling, and a door. The inside, which exuded a perfume of burning incense, could have as many windows because the caster determined and any level of illumination. The door could only be opened or closed by creatures designated by the caster.

The temple opposed one sort of creature determined by the caster, chosen among celestials, fey, fiends, or undead. Creatures of the chosen type could only enter the temple if they resisted the spell’s repulsion, and however, had their every effort hindered as if under the effect of a bane spell. Divination sensors targeting the world or people inside were blocked within the temple.

Temple of the God's 5e

Temple of the Gods 5e

  • Casting Time: 1 hour
  • Range: 120 feet
  • Components: V, S, M
  • Duration: 24 hours
  • Scales: No
  • Casters: Cleric

The structure of the temple extended into the Ethereal Plane, and its magical material couldn’t be traversed by any means. it had been resistant to dispel magic and even antimagic field. The sole spell capable of destroying a temple of the gods was disintegrated.

The spell lasted for twenty-four hours, after which the temple disappeared. If the spell was cast once a day for a full year at an equivalent place, the temple became permanent.

You cause a temple to shimmer into existence on the bottom you’ll see within range. The temple must fit within an unoccupied cube of space, up to 120 feet on all sides. The temple remains until the spell ends. It’s dedicated to whatever god, pantheon, or philosophy is represented by the holy symbol utilized in the casting.

You make all decisions about the temple’s appearance. The inside is enclosed by a floor, walls, and a roof, with one door granting access to the inside and as many windows as you would like. Only you and any creatures you designate once you cast the spell can open or close the door.

The temple’s interior is an open space with an idol or altar at one end. you opt whether the temple is illuminated and whether that illumination is bright light or dim light. The smell of burning incense fills the air within, and therefore the temperature is mild.

The temple opposes the kinds of creatures you select once you cast this spell. Choose one or more of the following: celestials, elementals, fey, fiends, or undead. If a creature of the chosen type attempts to enter the temple, that creature must make a Charisma saving throw. On a failed save, it can’t enter the temple for twenty-four hours. albeit the creature can enter the temple, the magic there hinders it; whenever it makes an attack roll, a capability check, or a saving throw inside the temple, it must roll a d4 and subtract the number rolled from the d20 roll.

In addition, the sensors created by divination spells can’t appear inside the temple, and creatures within can’t be targeted by divination spells.

Finally, whenever any creature within the temple regains hit points from a spell of 1st level or higher, the creature regains additional hit points adequate to your Wisdom modifier (minimum 1 hit point).

The temple is formed from the opaque magical force that extends into the Ethereal Plane, thus blocking ethereal travel into the temple’s interior. Nothing can physically undergo the temple’s exterior. It can’t be dispelled by dispel magic, and therefore the antimagic field has no effect on that. A disintegrate spell destroys the temple instantly. Casting this spell on an equivalent spot a day for a year makes this effect permanent.