An incredibly durable and magically enchanted door. The Door is broken down into 3 categories: The face, the lock, and the inner mechanisms.
The Face: The 2 faces of the door are identical with the same enchantments on both sides. The door is made of dwarven steelwood and has an AC of 24 and 300 HP. The door has 20 amber gems, each imbued with the Mending spell. whenever the doors health is below full, the gems activate, restoring 20 hitpoints to the door, needing to be recharged by sunlight. Below the amber gems are a sea of 12 alexandrite, imbued with the Shield spell. The spell activates if the door takes any damage, requiring the strong midday sunlight to recharge expended uses. Within the crescent of amber and alexandrite are 5 fist-sized emeralds imbued with Counterspell at 6th level, which are automatically used by the door if dispel magic or a spell of 4th level or higher is used on it. Upon use, the gems require to be charged by moonlight.
The Lock: Cemented between the doors faces and the inner mechanisms is the lock and door handle assembly. The lock is considered the doors face when it comes to HP, AC, and what the gems will repair, counter, and protect. The Mechanism is made of pure copper with the innermost parts of the assembly being coated in lead. If a keys inserted, the door will open harmlessly with a magic mouth and telepathy spell on the key keeping the trap from triggering. If the master key is inserted, the same thing happens but exposes the fittings and connectors, allowing the door to be safely disassembled while the key is inserted. If a lockpick is inserted, the Ohms law trap triggers, overloading the creature with enough amps to temporarily stop their heart and rendering the creature paralyzed for 1 minute. If the creature attempts to do it again, the amperage increases, rendering the creature unconscious and paralyzed for 1 hour and receive 2 levels of exhaustion. If they do it a third time before taking a long rest and with any levels of exhaustion remaining, the creature must roll a d20. On an 11 or higher, the creatures heart stops permanently and on a 10 or lower the creature is brought to 5 points of exhaustion and is paralyzed and unconscious for 1d4 days.
The Inner Mechanisms: Between the 2 faces of the door are 4, thin sheets of lead, 2 on each side of the inner mechanism. Inside are about 50 Magic Mouth spells that are cast onto lapis lazuli gems. These magic mouths activate all the gems in the door, wired by copper with strategic holes placed in the lead plates to prevent magic from coming in but allowing magic to go out. At the heart of the door are 2 flat in shape but extremely large rubies. these rubies are enchanted with Sunbeam. A single ruby activates, with 4 passages the light travels through. The first is to the amber gems that recharge with direct sunlight, the second is to a passage with a moonstone in it that changes the light into moonlight, charging the emeralds, and the third passage reflects brilliant sunlight through 3 citrine gems to charge the alexandrite with amplified light. Lastly, the fourth passage is a direct line to the other ruby with a polished diamond in between, amplifying the sunlight so bright it could cause permanent blindness. The fourth passage is capable of keeping at least one of the rubies charged at all time. Between the two rubies where the diamond is is a sub passage leading to an insulated copper line that recharges the yellow sapphires in the locks.
(The door was built to prevent even an army or archwizards and martial champions from laying siege on the manor. while Lord Fergus built the mansion from the ground up, Lady Ohm installed and built brilliant works of artificy with the outer doors being a highly coveted and desired item even by the countries king. The doors magic, intricate spell work, use of gems and now mixed with Ohms unique invention of copper wiring and multi-gem assemblies gives this door an astonishing value of 75,000 gold though one has never been sold nor was there ever any plan to do so.)
Notes: Utility
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