Level
7th
Casting Time
5 Hours Ritual
Range/Area
30 ft.
Components
V, S, M *
Duration
Until Dispelled
School
Conjuration
Attack/Save
None
Damage/Effect

Description:

The Conclave spell creates a secure extradimensional space known as the Conclave Nexus, tailored for structured negotiations and resolutions. Requiring at least two spellcasters capable of casting 7th-level spells or higher, the ritual binds all participants to the Nexus until they resolve their issue, agree it’s irreconcilable, or the spell ends prematurely.

Participants are teleported into the Nexus with rules and environment established at the time of casting. Customization options enhance deliberations and increase the material cost and casting level, offering flexibility to suit diverse scenarios.

Core Mechanics

Casting Requirements:

  • Casters: At least two spellcasters of 7th-level spellcasting ability are required.
    • Additional spellcasters can be added, but the original two are mandatory.
    • The spell functions best when all casters collaborate in creating an environment that fits the complexity of the dispute to be resolved.
    • Each spellcaster can send up to 3 individuals to the Conclave.
  • Ritual Preparation:
    • The ritual requires all casters to contribute equally. Non-primary participants (e.g., assistants) can handle materials and logistical steps but cannot compensate for missing primary casters.
    • Interrupting the ritual nullifies the entire spell, and all materials are consumed.

Nexus Entrance:

Upon the spell’s completion, all designated participants are teleported into the Nexus. Key aspects include:

  • Physical Separation: Bodies and effects remain within the Nexus, while communication from external forces becomes nearly impossible without specific magical intervention.
  • Nexus Keystone: A physical object is left on the material plane where the ritual was performed. It serves as an anchor and feedback mechanism for the Nexus’s state.
    • Status Indicators: The Keystone shifts colors or emits smoke to signify:
      • Green: Resolution achieved.
      • Yellow: Active negotiation.
      • Red: Impasse declared.
      • Gray: Majority consensus that resolution is impossible.

Nexus Duration:

Participants remain bound to the Nexus until specified conditions are met:

  • Resolution Reached: Participants arrive at a decision, verified via pre-established voting or arbitration rules.
  • Deadlock Declared: If a majority deems the conflict irreconcilable, the spell can terminate early.
  • External Intervention: The Keystone is destroyed or dispelled, though this requires extraordinary means due to its arcane resilience.

When upcasting the spell, the default duration changes:

  • 7th Level: Up to 24 hours (sufficient for simpler matters or shorter disputes).
  • 8th Level: Up to 7 days (to address moderate issues requiring deliberation over several sessions).
  • 9th Level: Indefinite (for deeply entrenched conflicts or diplomatic summits).

Immunity to Outside Forces:

The Nexus is shielded against:

  • Magical Interference: Spells attempting to affect participants must be of a higher level than the original casting level of Conclave.
  • Divination and Scrying: Only rituals empowered by divine intervention can pierce the Nexus barrier.
  • Planar Breaches: Dimensional travel spells, such as Plane Shift, are nullified unless cast at a higher level than Conclave.

This ensures a secure and focused environment for productive negotiation or conflict resolution.

Role of the Keystone:

The Keystone is the spell’s linchpin. Aside from providing feedback:

  • It enables participants to pause and synchronize their time in the material world, ensuring a direct return to the original plane upon exit.
  • Provides a focus for dispelling efforts.
  • Grants external observers insight into ongoing proceedings via the smoke or light signals, which cannot reveal content but indicate status.

Nexus Customization Options

The Nexus can be configured at casting to alter its environment, voting rules, decision-making procedures, and conflict resolution mechanisms. Each customization option adds specific material costs and may increase the spell’s level.

Environmental Design

  • Default Nexus (7th Level, 500 gp): A neutral, symmetrical room with a circular table.
  • Adaptive Terrain (8th Level, 1,500 gp): The Nexus mirrors a chosen aesthetic, such as a court, meadow, or other thematic environment.
  • Dynamic Visual Feedback (7th Level, 800 gp): Changes in lighting or atmosphere reflect negotiation progress (e.g., storms for discord, sunlight for harmony).
  • Safe Zones (9th Level, 2,000 gp): Adds rooms that isolate individuals or groups for private reflection without influencing others.
  • Expanding Rooms (9th Level, 2,500 gp): Allows the creation of specialized chambers, such as a tribunal chamber, combat arena, or lounge spaces.

Rule Customizations

  • Voting Rules:
    • Simple Majority (7th Level, 500 gp): Default rule where over 50% of participants decide the outcome.
    • Absolute Majority (8th Level, 1,000 gp): Requires 75% agreement.
    • Unanimity (9th Level, 1,500 gp): All participants must agree.
    • Weighted Votes (9th Level, 2,000 gp): Different participants’ votes hold specific predetermined weight.
  • Speaking Order Rules (7th Level, 600 gp): Implements a magical system to regulate turns and prevent interruptions.
  • Limited Debate Time (8th Level, 1,200 gp): Enforces time constraints on discussions to prevent stalling tactics.

Decision Binding

  • Verbal Geas Binding (8th Level, 1,500 gp): Participants are magically bound to follow resolutions for up to 30 days.
  • Permanent Enforcement (9th Level, 3,000 gp): Creates indelible binding enforced by powerful planar magic.
  • Conditional Enforcement (8th Level, 2,000 gp): Tethers enforcement of decisions to specific future triggers.
  • Mark of Resolution (8th Level, 1,800 gp): Participants carry a visible or invisible mark denoting their agreement.

Conflict Resolution Methods

  • Trial by Combat (8th Level, 1,000 gp): Participants can resolve disputes through combat, with Nexus rules ensuring fairness.
  • Psychic Trial (8th Level, 1,500 gp): Forces participants into a shared dream state for cooperative problem-solving challenges.
  • Random Arbitration (8th Level, 800 gp): A magical roulette wheel randomly selects the decision.
  • Summon Arbiter (9th Level, 3,000 gp): Summons a neutral extraplanar entity to make a binding decision.

Tiebreaker Mechanisms

  • Mediator Role (7th Level, 600 gp): Assigns a neutral party with authority to resolve deadlocks.
  • Weighted Ties (8th Level, 1,000 gp): Resolves ties based on vote weight or hierarchical priority.
  • Magical Trial (9th Level, 2,500 gp): Participants face magical challenges tailored to reveal the optimal resolution.
  • Defer Decision (8th Level, 1,800 gp): Pauses deliberations, allowing external input from designated advisors.

Debate and Truth Modifications

  • Truthful Deliberations (8th Level, 1,200 gp): Participants are unable to lie.
  • Unfiltered Perceptions (9th Level, 2,000 gp): Illusions, deceptions, and misdirections are blocked.
  • Lie Detection (8th Level, 1,500 gp): Instantly alerts the Nexus when a falsehood is spoken.
  • Partial Disclosure (9th Level, 3,000 gp): Participants are magically compelled to reveal information relevant to the issue at hand without revealing unrelated secrets.

Advanced Materials Table

Feature

Spell Level

Material Cost (gp)

Effect

Default Nexus

7th

500

Simple environment with majority vote.

Adaptive Terrain

8th

1,500

Customized visual aesthetic.

Safe Zones

9th

2,000

Isolated private spaces for individuals.

Trial by Combat

8th

1,000

Adds combat arbitration option.

Summon Arbiter

9th

3,000

Neutral entity resolves disputes.

Weighted Votes

9th

2,000

Vote weight varies by participant.

Dynamic Visual Feedback

7th

800

Displays negotiation mood changes.

Truthful Deliberations

8th

1,200

Prevents lying entirely.

Lie Detection

8th

1,500

Alerts participants to falsehoods.

Expanding Rooms

9th

2,500

Multiple specialized Nexus chambers.

Verbal Geas Binding

8th

1,500

Decision enforcement for 30 days.

Narrative Suggestions for DMs

  • The Conclave Nexus offers immense storytelling potential: settle dynastic disputes, mediate inter-planar treaties, or navigate party conflicts without violence.
  • Use customized Nexus settings to reflect cultural or thematic stakes (e.g., celestial courtrooms, war councils, or primal jungles).
  • Encourage players to think critically about what rules they establish, as these decisions could lead to unexpected complications or solutions.

With advanced customization, the Conclave Spell becomes a centerpiece for intense roleplaying and high-stakes drama in any campaign.

 

Other effects:

 

1. Chronomancer's Call (Time Manipulation)

  • Description: The Chronomancer’s Call adds an element of time manipulation within the Nexus. During the negotiation, participants experience accelerated or delayed time relative to the outside world. This allows a single in-game hour to equate to several hours or days, granting additional time for deliberations or forcing hasty decisions if the resolution is urgent.
  • Level: 8th or 9th Level
  • Materials: 1,200 gp (Time-Warp Crystals and hourglasses, material from an ancient chronomancer)
  • Mechanics:
    • At the 8th level, participants experience up to a 1-hour-to-1-day ratio. Each hour inside the Nexus will feel like 24 hours outside it.
    • At 9th level, time can be warped up to a 1-minute-to-1-week ratio, allowing decisions to stretch over extensive deliberations or forcing hasty outcomes for those delaying progress.

2. Chaos Flux (Randomized Decision-Making)

  • Description: Chaos Flux introduces an element of random chance into the decision-making process within the Nexus. Instead of structured debate, each decision made within the Nexus triggers random chaotic forces that sway the resolution, adding unpredictability and forcing participants to adapt quickly to unforeseen events.
  • Level: 8th Level
  • Materials: 1,000 gp (Chaotic Essences and Fragmented Rune Stones)
  • Mechanics:
    • Each key decision during the deliberations (such as a voting outcome, conflict resolution, or turning point) triggers a roll on a table that can alter the outcome in unpredictable ways (e.g., changing participants' votes, forcing a participant to reveal hidden information, or switching the environment).
    • Example results might include a random shift in votes, mandatory changes in environment (e.g., a debate hall turns into a stormy battlefield), or the appearance of new, neutral entities attempting to sway the decision.

3. Arbiters' Pledge (Autonomous Judgement)

  • Description: The Arbiters' Pledge allows for an autonomous, neutral adjudicator to make decisions for the group after a certain threshold of debate has passed. This arbiter is not directly controlled by any participant, and while their rulings are binding, the manner and process of their judgement is chosen by all participants prior to casting the spell.
  • Level: 9th Level
  • Materials: 2,500 gp (Philosophers' Tome and Symbol of the Eternal Judge)
  • Mechanics:
    • Participants choose a type of arbitration (e.g., logic-based, conflict-based, mediation) before the Nexus is cast. An Arbiter – a neutral extraplanar entity or sentient magical construct – evaluates all arguments made thus far and issues a final decision. This adjudication can override normal Nexus rules, but the participants must agree in advance on acceptable grounds for the Arbiter to use.
    • The Arbiter’s judgment can either result in the settlement of the conflict or impose consequences (such as one party losing support, having to forfeit claims, etc.).

4. Fateweaver's Loom (Fate & Destiny Manipulation)

  • Description: The Fateweaver’s Loom invokes the threads of fate within the Nexus. During negotiations, participants' actions, statements, or decisions will be subject to "fate" influence, where their personal history and potential futures manifest in the environment, possibly affecting their personal beliefs and resolutions.
  • Level: 9th Level
  • Materials: 2,000 gp (Golden Weavings and Fate-Touched Silk)
  • Mechanics:
    • Participants' fate threads are woven into the environment, showing their past decisions and future possibilities (visualized as symbolic threads or tapestries).
    • When significant resolutions occur (decisions made), participants can choose to alter their fate once, influencing their position within the argument (e.g., shifting their votes, refocusing their arguments), or see an unchangeable truth about their future, nudging them toward the right path for resolution.
    • The spell’s duration lengthens in proportion to the number of fates weaved, but it also provides an additional mechanical layer to gameplay (such as discovering that a participant might betray someone in the future, resulting in internal tension or new leverage for the negotiator).

5. Voice of the Divines (Divine Interference)

  • Description: The Voice of the Divines invokes multiple deities or celestial forces to directly interfere in the deliberations. These divine entities or avatars manifest in the Nexus, speaking through intermediaries or personally intervening in discussions. Their words sway the negotiations and enforce specific courses of action, enforcing divine mandates over the participants.
  • Level: 9th Level
  • Materials: 3,000 gp (Holy Relics and Blessed Idols)
  • Mechanics:
    • A pantheon or divine coalition intervenes once certain conditions (like a deadlock or the opening of debate) occur. These gods dictate specific actions for the participants, either offering protection or hindrances in pursuit of moral or divine goals.
    • Participants who defy these celestial mandates risk divine wrath – marked by an increasing risk of interference in both the material plane and within the Nexus, such as divine retribution or escalating magical crises.
    • A system for participants to plead their case with the deities adds an additional layer, with intervention occurring based on the desires or actions of those involved. Gods can offer power to one side or influence decisions to help enforce ideals like justice, order, or chaos.

6. Mirror of the Soul (Empathy and Introspection)

  • Description: The Mirror of the Soul forces all participants to confront each other's inner thoughts and motivations. During negotiations, this manifests as a shared vision where individuals witness their deepest fears, desires, and thoughts laid bare. This magical "introspection" can reveal hidden truths or even shatter mental blocks to resolution.
  • Level: 8th Level
  • Materials: 1,500 gp (Mirrored Crystals and Weeping Moss from the Astral Plane)
  • Mechanics:
    • Emotional transparency occurs within the Nexus, and each participant must reveal their most vulnerable moments: grudges, desires, betrayals, or even forgotten intentions.
    • Debate tactics become emotionally charged, with participants aware of each other's weaknesses and motivations. This can lead to stronger positions, emotional breakthroughs, or unsettling revelations.
    • Forcing or blocking certain revelations could generate additional conflicts between participants, as each side struggles to control the flow of intimate information.
* - (see material requirements below)

Available For: Sorcerer Warlock Wizard

TeddoJuice

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