Path of Exile (3.5e Spell)
3e Summary:: '''"Woe unto you, scribes and Pharisees, hypocrites! for ye are like unto whited sepulchres, which indeed appear beautiful outward, but are within full of dead men's bones, and of all uncleanness." -Matthew 23:27'''
Conjuration | |
Level: | Cleric (8th). Wizard (8th) |
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Components: | V, S, M (a miniature portal carved from marble, a tiny carved silver sword, and a tiny gold scales, each item worth at least 10 gp) |
Casting time: | 1 Minute |
Range: | 720 ft radius; The area is 120 feet on each side, and it must not have any buildings or other structures on it. |
Effect, or Area: | Singular |
Duration: | Permanent, until relocated |
Saving Throw: | No |
Spell Resistance: | No |
You conjure "The Golden Throne", an extradimensional castle that is a permanent base which can be relocated to differing planes as necessary so long as not placed on extreme hazardous substances (lava, the River Styx, et cetera). You choose where its one entrance is located. The entrance towers, displaying 15 feet tall toscano columns, act as support while displaying lifelike carvings of judges past. You and any creature you designated as an ally when casting the spell can enter the doors of the castle as long as the caster wills it. You can dismiss the base if you are within 30 feet of it by stating the magical phrase "Satani". Beyond the entrance is an imposing foyer with numerous chambers beyond. The atmosphere is clean yet tense, giving off an air of justice whose morals are reflected by the owner.
The spell creates a deceivingly ominous castle that appears as a sophisticated roman-styled structure of charm and wealth, while having floor plans consist of the following:
*Dungeon (Underground): five 12 feet wide and 15 feet tall singular cells, an Oubliette, an execution yard complete with medieval Pillory, Gallows, and Guillotine, a sound-proof Torture Chamber, Barracks, and Jailer's Chamber.
*Floor Level: Undercroft, Wine Cellar, Dovecote, Ice House, Casemate, Place of Arms, Cabinet, Chapel with Oratory, Gatehouse including a drawbridge, two more portcullises, four Gatehouse murder-holes, Buttery, Larder, Pantry, Kitchen, two Garderobes, Alchemy Chamber, Library, and The Great Hall.
*Top Level: four Boudoirs, six Guard Towers, twelve Machicolations, six arrow loops, two Lavatories, one bath chamber, four Solars, four Bed Chambers, one Great Chamber, and Observatory.
Each wall is 1 foot thick and is composed of panels that are 10 feet wide and 20 feet tall, each panel being contiguous with two other panels. You can place up to four stone doors in the fortress’s outer wall. The floors of the castle are connected by marble staircases, its walls are 6 inches thick, and interior rooms can have marble doors or open archways as you choose. The castle is furnished and decorated however you like, and it contains sufficient food to serve a nine-course banquet for up to 100 guests when first summoned, but must have servants restock as needed. The walls and castle are all made of solid polished marble that can be damaged. Each 10—foot by a 10-foot section of stone has AC 20 and 30 hit points per inch of thickness. It is immune to poison and psychic damage. Reducing a section of marble to 0 hit points destroys it and might cause connected sections to buckle and collapse at the DM’s discretion.
Creatures that pass into the caster's base are subject to a continuous -5 penalty to Will Saves and Concentration checks, and will be required to make a Will Save DC 20 + Charisma Modifier as failure will lead targets to being vulnerable to the religious influences and nature personified by the caster's moral compass and deity. The caster can at will, so long as the target is within sight, on a successful Concentration check (DC 10 + 10 complexity of manipulation) manipulate objects like the spells Telekinesis, Animate Rope, and Animate Objects allow, though must make a Sleight of Hand check (DC 15 + 5 for every manipulative movement used with an object against a target in a turn) to avoid detection.
Creatures made into servants are trapped under a continuous Geas/Quest curse until the Caster willingly decides to let them go, being unable to leave the castle unless permitted by the caster themself, being completely obedient to your orders. Each servant can perform any task a normal human servant could perform, but they can’t attack or take any action that would directly harm themself or another creature. Servants can fetch things, clean, mend, fold clothes, light fires, serve food, pour wine, and so on. The servants can go anywhere in the castle permitted to them, and are continuously plagued by a -10 penalty to Will Saves and Concentration checks vs the castle's aura of influence.
Back to Main Page → 3.5e Homebrew → Complex Special Ability Components → Spells
Back to Main Page → 3.5e Homebrew → Complex Special Ability Components → Spells
Back to Main Page → 3.5e Homebrew → Complex Special Ability Components → Spells
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