Playing Dead
Ossuary
6-level Conjuration
Casting Time: 1 hour
Range/Area: 90 feet
Components: V, S, M
Materials: several bones and a holy symbol worth at least 5 gp
Duration: 24 hours
You conjure a chapel to spring into existence on
ground you can see within range. The chapel must fit
within an unoccupied cube of space, up to 90 feet on
each side. The chapel is composed of stone, wood, and
bones and remains for the duration.
You make all decisions about the chapel’s appearance.
The interior is enclosed by a floor, walls, and a
roof, with one door granting access to the interior and
as many windows as you wish. Only you, creatures
you designate when you cast this spell, and undead
can open or close the door.
The chapel’s interior is an open space with an altar
at one end. You decide whether the chapel is illuminated
and whether that illumination is bright light or
dim light. The smell of bones, freshly dug graves, and
formaldehyde fills the air within, and the temperature
is cold.
The chapel is a sanctuary for the undead. If a
creature that is not undead attempts to enter the
chapel, that creature must make a Charisma saving
throw. On a failed save, it can’t enter the chapel for
24 hours. Even if the creature can enter the chapel,
the magic within it hinders it; whenever it makes an
attack roll, ability check, or a saving throw inside
the chapel, it must roll a d4 and subtract the number
rolled from its roll.
In addition, the sensors created by divination spells
can’t appear inside the chapel, and creatures within
can’t be targeted by divination spells.
Finally, whenever an undead creature in the chapel
regains hit points from a spell of 1st level or higher,
or from its Life Drain trait (if it has one), the creature
regains additional hit points equal to your spellcasting
ability modifier (minimum of 1 point). An undead
creature that completes a long rest in the chapel gains
temporary hit points equal to your level.
The chapel is made with a magical force that
extends into the Ethereal Plane, thus blocking ethereal
travel into the temple’s interior unless a creature traveling through the Ethereal Plane to enter the
chapel is undead. Nothing can physically pass through
the chapel’s exterior. It can’t be dispelled by the dispel
magic spell, and the antimagic field spell has no effect
on it. A disintegrate spell destroys the chapel instantly.
Casting this spell on the same spot every day for a
year makes this effect permanent.
Available for: Cleric, Necromancer, Wizard