Level
7th
Casting Time
1 Hour Ritual
Range/Area
Touch (*)
Components
V, S, M *
Duration
Until Dispelled
School
Illusion
Attack/Save
None
Damage/Effect
Deception (...)

The Create Lair spell is used to mimic a small fraction of the power of many mighty beings' homes. It is always cast as a ritual and can be repeated multiple times, starting within one minute of the ending of the last casting, to increase the affected area before final enchantments are placed. The spell is usually read from a book or large scroll to make sure it is cast properly. Each casting requires the listed components and can affect an area of up to 100,000 cubic feet with a minimum of 10 feet in each dimension; such as 100 ft. wide by 100 ft. long by 10 ft. high.

As the last of the rituals is completed, the caster finalizes several aspects:

  1. Choose how "minions of the lair" are determined. This is often done by imbuing a set of up to 50 identical objects with the minion effect. Anyone wearing, carrying, or possessing one of these objects on their person is immune to the lair's negative effects and benefits from its positive effects. A minion object constantly provides the positive and suppresses the negative effects. It does not cast them on the minion nor dismiss or cancel them; so, if the individual loses the minion object, it loses all positive effects and is subject to all negative effects immediately. Alternatively, instead of minion objects, the spell can be set to recognize all those of a specific race, class, and/or gender as minions; such as all humans, all male dwarves, all female elven sorcerers, or some combination such as all rangers and paladins. It cannot be designated by individual selection.
  2. Choose up to 6 total levels of illusion or abjuration spells with a range other than self that are accessible to you (your own spells, scrolls, or wands or those of an ally present) to be placed on the area to ward it in some way. For example, you could render the area under hallucinatory terrain and blur so that the area and everyone in it looks like something completely different than it is and, even if wandered into, is still seen as blurry and non-descript, and those in the area designated as minions of the lair would have constant benefit of the blur spell. Or you could place the whole area under invisibility, fear, and protection from evil and good, so that no one could see anything you designate in the area until they interacted with it, would be fearful of the area and anyone in it, and those in the area designated as minions of the lair would have constant benefit of the invisibility and protection from evil and good spells. Or you could just place a guards and wards spell on the whole area.
  3. Choose whether minions of the lair can voluntarily cancel, positive or negative effects on themselves or others but those cancellations last only while the being remains in the area and one hour after leaving the area.

If a minion of the lair attacks an individual in the area, it cancels the negative effects of the lair for that individual, including any positive effects on all minions that would cause negative effects on the one attacked; such as blur, invisibility, or protection from evil and good. Others in the area are still affected until they themselves are attacked, have a minion cancel the effects, or have a means of seeing through the illusion; such as a gem of seeing or truesight. Just as with voluntary cancellation, the effects return after the being leaves the area for over an hour and returns.

 

* - (an ounce of powdered dragon bone, a pound of salt, and 1000 gp value of amethyst dust which are all consumed in the casting)

Spell Tags: Deception Warding

Available For: Bard (Legacy) Cleric (Legacy) Druid (Legacy) Sorcerer (Legacy) Warlock (Legacy) Wizard (Legacy)

Vrizsemoz

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