Spell Reference All Spells

Divine Temple

6th-level · Conjuration
Classes Cleric

Source Spells That Don't Suck

Casting Time
1 Hour
Range
120 ft
Duration
24 Hours
Components
V, S, M
Material Component

a holy symbol worth at least 5 gp

0.00 gp
Source Information
Combat Reference
Target
1 point
Area
60-ft. cube
Description

You create a holy sanctuary at an empty point on the ground you can see within range. The temple occupies a cube up to 60 feet on each side.

The temple has at least one door and is enclosed by wood and stone floors, walls, and a roof. You determine all other aspects of its appearance (as long as it conforms to the deity represented by the holy symbol used in the casting) such as altars, idols, illumination, rooms, scent, temperature, and windows.

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, celestials, elementals, fey, fiends, or undead. 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.

Casting this spell on the same spot every day for a year makes this effect permanent.

At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the casting time increases by 1 hour and the temple's size increases by 60 feet on each side for each spell level above 6th. The temple counters divination spells of a level less than or equal to the slot level used.

About Divine Temple

Divine Temple is a Level 6 level spell from the school of Conjuration.

This spell has a casting time of 1hour , and a range of 120.0 ft (36.6 m) . It has a duration of Instantaneous.

Casting Tips

1 tips

Consider these tips when casting this spell:

  • Tactical Use: High-level spell with game-changing potential. Reserve for climactic moments or major plot points.

School of Magic: Conjuration

Learn more

Conjuration spells create objects, creatures, or open portals to other locations.

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