You cause a temple dedicated to Apollo to shape itself from the surrounding land. The temple is 200ft by 120ft, it is four stories high, and has five spires, one on each corner and one in the middle. The four corner steeples each have a brass bells and the central steeple has a golden one. The exterior of the temple lets off a dim golden glow. The temple remains indefinitely. It is dedicated to Apollo the god of music, medicine, and poetry.
The interior is enclosed walls and a roof that forms a steeple. The floor is made of tile and has a sunburst design. One door (18 lockpicking check) grants access to the interior and windows line the upper balcony. The second, third, and fourth levels have balconies looking down on the main room. The upper levels are accessed by a spiral staircase left of the main doors. The corner bells can be accessed via a trap door in the ceiling. The only ways to reach the central bell are to either fly to the top of the building or to use the invisible servants to get to the top.
The temple’s interior is an open space with an altar at one end and a statue of Apollo behind it. There are depictions of Apollo and his clerics lining the first three levels of the temple, and the fourth level is made of panels of glass that give a panoramic view of the surrounding landscape. The interior is illuminated by a bright glowing ball of light that appears at the top center spire of the temple representing the sun. The bells are rung by invisible servants each day at dawn, noon, and dusk. The smell of burning incense fills the air within, and the temperature is mild.
The temple opposes celestials, elementals, fey, fiends, or other naturally evil creatures. The entrance is guarded by four Guardians of Apollo that can't be dispelled except by the caster or Apollo and they have a total of 100 hit points each and an armor class of 15 (see Guardian of Apollo for more details), these are refreshed each day at dawn. Celestials, elementals, fey, fiends, or other naturally evil creatures can not enter the temple unless marked by the blessing of Apollo, and will be fought off by the guardians of faith. If a creature of the chosen type attempts to enter the temple, that creature must make a Charisma saving throw. On a failed save, it can’t enter the temple for 24 hours. Even if the creature can enter the temple, the magic there hinders it; whenever it makes an attack roll, an ability check, or a saving throw inside the temple, it must roll a d4 and subtract the number rolled from the d20 roll.
In addition, the sensors created by divination spells can’t appear inside the temple, and creatures within can’t be targeted by divination spells.
Finally, whenever any creature in the temple regains hit points from a spell of 1st level or higher, the creature regains additional hit points equal to your Wisdom modifier (minimum 1 hit point), and no creatures can be frightened while in the temple unless they are celestials, elementals, fey, fiends, or undead that don't have the blessing of Apollo.
The temple is made from the landscape that it was cast on, the entire temple has a permanent gentle golden glow like the warm sun. The temple appears as opaque magical force on the Ethereal Plane, thus blocking ethereal travel into the temple’s interior. It can’t be dispelled by dispel magic and anti-magic field has no effect on it.
* - (A holy symbol of Apollo)Previous Versions
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3/16/2020 7:30:38 PM
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3/18/2020 6:15:20 PM
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