A building comes to life and moves under your command. Choose a Gargantuan structure, no more than 50 feet in length or width and no more than 80 feet in height, that you have lived in and claimed as your place of residence for at least one week. When casting the spell, you must be inside the building, and must choose a signature aspect within the building, such as a hearth, painting, or statue, which you touch or hold as you cast this spell. This aspect becomes the building's heart and fuses with this spell’s components. An animated building's heart cannot be removed from the building by any means, magical or otherwise, until this spell ends. Upon successfully casting this spell, choose if the building becomes aerial, walking, or aquatic:
- Aerial: The building has 100 HP, an AC of 15, and a flying speed of 40 feet. The caster is able to mentally command which direction the building travels. When the caster or a designated ally is touching the building’s heart, they can use an action to command the building to gently land on earth, or gently ascend from where it is grounded. A flying building can go no more than 500 feet off the ground.
- Walking: Sprouting legs, wheels, or some other form of locomotion, the building moves through the open landscape. The building has 200 HP, an AC of 15, and a walking speed of 50 feet. The caster is able to mentally command which direction the building travels. The building avoids stepping on any creature underfoot, and stops moving when its designated path is obstructed. When the caster or a designated ally is touching the building's heart, the building gains a climbing speed of 30 feet.
- Aquatic: Gaining the ability to seal out water and produce infinite air, the building also takes the form of an aquatic creature with fins or webbed hands. The building gains a maximum HP of 150, an AC of 15, and a swimming speed of 40 feet. The caster is able to mentally command which direction the building travels. When the original caster or a designated ally is touching the buildings heart, the building temporarily gains a swimming speed of 100 feet.
The caster retains a psychic link with the building and knows its location and direction so long as they are on the same plane of existence. Likewise, you can conduct special rituals within the building:
- You can make up to 5 creatures designated allies through a 1-minute ritual that requires a drop of the creature’s blood to be fused into the building’s heart. The creature gains an ability based on the type of building.
- You can heal, restructure, or alter the building’s type with a 1-hour ritual. Upon completion of the ritual, the building either is mended back up to its maximum hit points, its form can be altered (so long as it retains four walls, a ceiling, and floor, does not exceed the spells maximum dimensions, and remains a Gargantuan object) as the caster sees fit, or the building changes from aerial, walking, or aquatic to a different type designated by the caster.
If the building or its heart is destroyed while animated by this spell, or it the original caster dies, the spell immediately ends, any spell used to cast this spell are permanently lost, and the caster takes 10d10 necrotic damage. If the caster is already dead, their body disintegrates.
Alternatively, the original caster can choose to mentally dispel this spell as an action. Doing so causes the structure to immediately revert to its original form and any component's used for this spell to appear next to the building's former heart.
* - (a drop of the caster's blood and a gem worth at least 500 gp, which merges into the designated heart of the structure)
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