You conjure an extradimensional dwelling in range that lasts for the duration. You choose where its one entrance is located. The entrance shimmers faintly and is 5 feet wide and 10 feet tall. You and any creature you designate when you cast the spell can enter the extradimensional dwelling as long as the portal remains open. You can open or close the portal if you are within 30 feet of it. While closed, the portal is invisible.
Beyond the portal is a magnificent foyer with numerous chambers beyond. The atmosphere is clean, fresh, and warm.
You can create any floor plan you like, but the space can’t exceed 50 cubes, each cube being 10 feet on each side. The place is furnished and decorated as you choose. It contains sufficient food to serve a nine-course banquet for up to 100 people. A staff of 100 near-transparent servants attends all who enter. You decide the visual appearance of these servants and their attire. They are completely obedient to your orders. Each servant can perform any task a normal human servant could perform, but they can’t attack or take any action that would directly harm another creature. Thus the servants can fetch things, clean, mend, fold clothes, light fires, serve food, pour wine, and so on. The servants can go anywhere in the mansion but can’t leave it. Furnishings and other objects created by this spell dissipate into smoke if removed from the mansion. When the spell ends, any creatures or objects left inside the extradimensional space are expelled into the open spaces nearest to the entrance.
* - (a miniature portal carved from ivory, a small piece of polished marble, and a tiny silver spoon, each item worth at least 5 gp)
Stop giving the spells different names, or make it possible to turn off. Please. I don’t want this nonexistent spell to keep popping up whenever I try to look at a list of spells.
Question about this spell, would a permanent door enchanted with this 1) be allowed and 2) who controls the doorway then, the enchanter, or can you designate a person.
if it is allowed then is this able to fix itself, or reset, or is it just as it is when enchanted and never changed, or can it be changed as if they cast it newly?
I'd allow the affixed doorway idea, and maybe use keys as the permission to enter component?
It's up to the DM and the player to work out specifics, like you couldn't access that mansion with further castings as the door is now a fixed location. Adding limitations based on permanency link you mentioned could work too, the mansion not resetting or fixing itself.
Oops a left a one million gp diamond. Better go back get it. *diamond sitting in the toilet* “but I left it in the dining room?”
Sage advice finally got ahold of this one, the compendium says: "the intent is that objects are ejected from the mansion when the spell ends and appear in unoccupied spaces closest to where the door was. This intent will be reflected in future printings of the Player's Handbook."
100% though I still might let my players leave stuff in there after the fix purely for this idea alone to happen!
Mhm is there anyway within raw for a warlock, pact of the chain to learn this?
Unlikely. Atleast not without homebrew or DM allowing you to take it.
isnt this just Mordenkainen's Magnificent Mansion?
Yes. This is the 'Basic Rule' version of Mordenkainen's Magnificent Mansion. The Basic Rule (I believe) omitted the 'name' part from there spells, hence other spells like this such as Tiny Hut and Leomund's Tiny Hut.
so like Apparatus Of The Crab/Kwalish
why would they copy them and change them when they could just give us the spells
Can someone explain how this can be useful. Why would I give up a 7th level spell slot for this.?
I *think* I remember reading once that it might be a copyright thing? DND Beyond isn’t owned by Wizards of the Coast, so by offering the free Basic Rules there was probably some copyright restrictions, which might be why all the spells that have a person’s name attached to it had the name dropped for the free Basic Rules version. I vaguely remember seeing someone say they thought that that was likely why.
I mean... have you SEEN either campaign of Critical Role??? 😂 It’s a great place to rest and heal, to be able to better hide for a long period of time with a far less likely chance of being found, and even a good “home base” that’s mobile, somewhere you can have set up before striking an attack.
I know that Vox Machina did that at least twice in Campaign 1 of Critical Role: when going up against a white dragon, they had pre-set Magnificent Mansion hidden behind boulders so that anyone who gets hurt can make a quick getaway to heal rather than being a sitting duck. And they also did it in the Plane of Fire, saving two celestial teenaged siblings from slavery by shoving them into the Magnificent Mansion as a huge fight against a major demon (devil? I don’t remember) broke out. The only thing that saved them AND some of the badly wounded PC’s in that fight was being able to pre-set Magnificent Mansion.
So along with being a spell that can just provide shelter and give some downtime (which often has led to both hilarity and very touching moments), it can also come in clutch in big fights if you can plan the fight ahead of time and the fight is more out in the open so you’ll need cover/a potential quick escape. Sure, that doesn’t work for every fight scenario, but having a place your enemies can’t enter OR see can really flip the tables. You can get super creative with this spell.
Hello SeanMcGuire92, just a friendly note that I could have used a spoiler warning in front of your Critical Role summary... (seriously, friendly. Not trying to come off sarcastic accidentally in the text)
I mean, with roleplay and a good DM, you could make it happen.
A wagon your party has used for years to cross the land on their adventures that one of the Gods they've benefitted blesses to function as the spell.
A Wish spell or spell-like effect from one of the magical beings you encounter to allow the inside of the wagon to function equivalent to the spell?
Months or even years of in-game time passing and your players figure out a way to make it permanent using several magical elements, items and resources they've encountered that possibly requires upkeep for an entire year to make the permanent version 'stick', and their wagon becomes the new version of Baba Yaga's Chicken House ... which prompts everyone to want to steal it.
Finding a Dragon's version of this spell in a ruined keep after they defeat it and remodel the space into their new secret lair within their new 'home'.
All of that aside, I can understand why it was never allowed to be made permanent, as you have the Party Wizard(s)/Whoever else can cast this spell and Private Sanctum spell and make them permanent for an entire year basically makes an insane fortress that the DM now has to A) convince the players to leave, B) will have a hell of a time getting into without metagaming their players and C) that's a lot of down time, are you sure about this?
Give players enough cheese and they'll be able to fudge their way through whatever you've got cooked up in the campaign, and that can be a nightmare for a busy DM.
this assumes that the personal motivation of the individual wizard was up until that point only motivated by personal survival and greed (if some CR 13 monster is out there murdering shit indiscriminately it might force a more benevolent wizard to come out of their little dwelling to assist the population), and if a character still refuses to leave they are essentially retiring their character from play and declaring that they will be making a new one
(same as saying your fighter has become "too old for this shit" and goes to live the rest of their life on a farm, you cannot spend all your time in a mansion and also go on the adventures that the DM has planned for you)
Tying the entrance of the mansion to a tangible, movable object makes it both better and worse than the original spell, it means that the dwelling can more easily be taken with you and means that it can also be more easily destroyed, if the mansion was not portable it would have no proximity to any adventure locations, it would just be a bit of a safehaven you can hide in for a bit while you formulate your plans, no different from just repeatedly casting magnificent mansion
You can make the mansion a 500 foot tall tower and push someone through the door. They would take 20d6 blugeoning damage if they couldn't fly. Pitfalls are really OP. You can do the same thing with mirage arcane by dispeling one cast over a hole to make a creature fall 200 feet.
You can cast it in a magnificent mansion. If this was a permanent spell like forbidance that would be an awesome dungeon. You could add mages and other permanent versions of spells like animate objects and have some areas be protected by guards and wards.
Its best use is definitely for roleplay purposes. It does provide a good place to have a long rest safer than a tiny hut. It also offers protection against things like scrying since it's extradimensional. You can make use of it to try to ambush someone but that's rarely done. But the main benefit is you can roleplay lots of fun kick back and relax scenes with your fellow players and you'll use it when you haven't used your 7th level spell for anything else that day. Not one you'd use if you're getting into multiple big fights or anything, but if you had only minor stuff or are traveling? it's a good choice!
You could save a small village with this spell by providing food, shelter, and rest to an area that’s been hit by a disaster. Imagine the good will you’d earn by sheltering them ( at least the women and children) while the others restored the town, defenses, etc. Being able to provide a nine course meal to 100 people is huge.