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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

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