Level
7th
Casting Time
1 Minute
Range/Area
300 ft. (1,000 ft. )
Components
V, S, M *
Duration
24 Hours
School
Illusion
Attack/Save
INT Save
Damage/Effect
Exploration (...)

By gathering threads of shadow material from the Shadowfell, you create a palace that lasts for the duration. The palace can be as large as 1000 feet in any direction, but it always fits in a 10ft cube. Trying to understand how this works hurts your brain.

The illusion includes audible, visual, tactile, and olfactory elements, so it can turn clear ground into difficult terrain (or vice versa) or otherwise impede movement through the area. The inside of the palace is a mind boggling maze of reality defying and gravity defying stairs and rooms. You can create any floor plan, furnishing and decoration you like. Rooms can contain any objects, items or equipment as long as they are not magical. It can contain sufficient food to serve a nine-course banquet for up to 100 people. Anything created by the spell dissipates into dark smoke when the spell ends, or if it's removed from the spell's area.

A staff of 100 servants attends you and any creatures you designate. 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 palace but can’t leave it. Furnishings and other objects created by this spell dissipate into smoke if removed from the palace, or when the spell ends.

You and any creature you designate when you cast the spell understand the layout of the palace and can navigate it unhindered. Other creatures must make an Intelligence saving throw when they attempt to move from one room to another, creatures with truesight make this roll with advantage. On a failed save the door was a fake door and behind it is only solid wall unless outcome from the table below specifies otherwise. Roll a d100 and consult the table below. Note that the entire mansion is constantly shifting so repetitive attempts to leave the same are just as difficult as the first attempt.

 

d100 Effect
01-10 You walk through the door and find yourself back in the entrance hall where you first entered. From this room you can choose to leave the palace without making a saving throw.
11-17  This door was intentionally closed to block off an area where the barrier between the shadowfell and the material plane is very weak. 2d4 meazel rush through the door when it's opened and attack you.
18-22 You spend the next 1d4 hours walking in staircases and hallways that never lead to another room, eventually reappearing in the room you left.
23-26 Whenever you stand still something or someone ties your shoelaces. You can spend an action to untie them. If you do not untie them you will fall prone the next time you move. This effect persists for 2d4 hours.
27-29 You attempt to walk through a door, which turned out to be an illusory door. You don't feel the impact on your body, but in your mind. Your intelligence is reduced by 1d4 down to a minimum of 1. Intelligence lost this way is restored after a long rest.
30-33 The door is a trap and a Silence spell is cast on you and follows you around for the spells full duration.
34-38 Reality in the palace warps even further. You struggle to to understand basic concepts such as up and down, left or right, walking or standing still. Your speed is reduced to 5 feet. This effect persists as long as you remain within the palace.
39-42  Threads of shadow material materialize in your brain. Whenever you come across a door you're met with two doors. Until you leave the palace all Intelligence saving throws made to navigate the palace are made with disadvantage.
43-46 When the door opens it triggers a network of Magic Mouth's that notify the entire palace where you are and what kind of creature you are.
47-49  Behind this door is a mirror. When you look into the mirror you see yourself being chased by a Gloomstalker. When you turn around you see that you are in fact being chased by a Gloomstalker, run!
50-53 This is a broom cupboard. When the door is opened a Broom of Animated Attack flies out and follows you around. The broom brushes the floor in front of you stirring up a cloud of dust giving you disadvantage on perception checks. The broom will defend itself if threatened or attacked.
54-58 Roll twice, both effects apply. If you roll this number again roll 2 more times. 
59-62 Roll on the wild magic surge table. If the outcome requires a target, you are the target.
63-65 You open a treasure room filled with all sorts of coins and magical trinkets. The total coin value is 100.000gp. There are at least 10 magic items in the room. Everything in the room is under the effect of Nystul's Magic Aura. The coins appear to be nonmagical, and all magic items give off the appropriate magic aura if inspected with identify or detect magic. All coins and items looted from this room disappear when you leave the palace.
66-69 A blinding flash of light envelops you. You gain truesight for 1d4 minutes. When this effect wears off you are blinded for 1d4 minutes.
70-79  Behind this door is a bedroom. The furniture is 3 times larger than normal. There are no other ways out of this room. When you return to the previous room you realize that it was just a normal bedroom and you have shrunk to 1/3 of your normal size. Your speed is reduced to 1/3 (minimum 5 feet) and your AC increases by 2. This effect lasts for 24 hours.
80-84 You feel nothing. Did anything happen?
85-87  You find a map of the palace. Make an Investigation check, DC 25. On a success, you understand how the 2D map represents the reality bending multi dimensional palace. All saving throws made to navigate the palace are made with advantage as long as you have the map. On a failed check the map is unreadable.
88-90  An illusory servant appears and offers to help you navigate the palace. If you accept it's help it asks you to wait while it fetches a map. The servant never returns.
91-95  The door is a mimic. It attacks.
96-99 Strands of shadow energy fill your body and soul, and you fall under the Dread effect of Shadowfell Despair. The character has disadvantage on all saving throws and gains the following flaw: “I am convinced that this place is going to kill me.”. The effect lasts for 24 hours.
100 Strands of shadow energy fill your body and soul, and you fall under the Madness effect of Shadowfell Despair. The character has disadvantage on ability checks and saving throws that use Intelligence, Wisdom, or Charisma, and gains the following flaw: “I can’t tell what’s real anymore.” . The effect lasts for 24 hours, but only divine intervention or a wish spell can remove this flaw.
* - (An intricate puzzle box made from platinum. Worth at least 50pp (500gp))

Spell Tags: Utility Exploration

Available For: Wizard (Legacy)

TheFloppey

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