Wondrous Item, very rare

You can use an action to place this model of a gothic manor, 5 inches to a side and 6 inches tall, on the ground and speak its command word. The model rapidly grows into a full-sized mansion that remains until you use an action to speak the command word that dismisses it, which works only if the mansion is empty.  Any creatures or unsecured objects in the area when the mansion appears are harmlessly pushed. out of the mansion's space.  The mansion molds itself around any structures or objects that can't be moved, or incorporates them into its layout.

The mansion has a square base that is 50 feet on each side. It has three floors, an attic, and a cellar, each with 13-foot-high ceilings. The floors, attic, and cellar can be divided into as many rooms as you like, provided each room is at least 5 feet on each side. The floors of the mansion are connected by wooden staircases, and interior rooms can have wooden doors or open archways as you choose. The mansion is furnished and decorated however you like, but always cosmetically appears decrepit and disused. Nothing created as part of the mansion can leave it. When activated, the mansion has a porch and a door on the side facing you.

Each time it is activated, the mansion gains the effects of two guards and wards spells, which you can distribute throughout the mansion however you see fit with as many of the other spell effect options as you like (instead of just one).  By default, the spells cover the areas of the mansion's attic and cellar and use the magic mouth spell effect to issue ominous messages in frightful voices at random intervals. The save DC for these spells equals 8 + your Charisma modifier + your proficiency bonus. The spells last until the mansion is dismissed.

In addition, illusory forms under your control stalk the mansion. The number of illusions can equal up to the number of creatures that are inside the mansion. Each illusion  corresponds to one of the mansion's occupants, and takes the form of that creature's worst fear. You can designate creatures that do not generate corresponding illusory forms as well as those that automatically succeed on their saving throws against the illusions.

A creature must make a Wisdom saving throw against the mansion's guards and wards spell each time it confronts one of the illusions. If the illusion a creature faces is its own worst fear, it has disadvantage on the saving throw. A creature that succeeds on its saving throw sees through the illusion, and is unaffected by that particular illusory form until it leaves the mansion. A creature that fails its saving throw is frightened for 1 minute or until it takes any damage.

A creature frightened this way must spend its turns trying to escape the mansion as best it can. It can't take reactions, and for its action, it can use only the Dash action or try to escape an effect or obstacle that prevents it from leaving the mansion. If it is unable to move, the creature can use the Dodge action (cowering in place).

If a creature fails its saving throw against an illusion by 5 or more, it is also haunted by nightmares for 1d4 days. Until the nightmares end, the character must succeed on a Wisdom saving throw after finishing a long rest or it gains no benefits from that rest. Subjecting the creature to the calm emotions spell during a long rest suppresses the nightmares for that rest's duration.

The mansion is made of wood, and its magic prevents it from being tipped over. The roof, outer door, floors, and exterior walls each have 66 hit points, immunity to damage from nonmagical weapons excluding siege weapons, and resistance to all other damage. Only a wish spell can repair the mansion (this use of the spell counts as replicating a spell of 8th level or lower). Each casting of wish causes the roof, the door, one floor, or one wall to regain all its hit points.  Interior walls and doors are made of normal wood, and are magically repaired each day at dawn or when the mansion is next activated.

Notes: Utility, Warding

Item Tags: Utility Warding

Sam_Hain

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