Level
7th
Casting Time
10 Minutes Ritual
Range/Area
500 ft. (*)
Components
S, M *
Duration
25 Hours
School
Conjuration
Attack/Save
None
Damage/Effect
Environment (...)

You conjure an extradimensional dwelling in the 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. The caster can create a password for the mansion. When the password is created the door is invisible except when the password is spoken. Creatures with Truesight can see the door without the password, but cannot open the door.

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 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 inside the extradimensional space are expelled into the open spaces nearest to the entrance.

 

Higher levels

At 8th level, the caster can now cast the mansion in one minute and as a ritual. The player can now bring creatures that are large, huge, and gargantuan. The conditions are as follows: The creature must be a ranger's companion, beast companion, an ally, or has direct permission from the caster themselves. When the caster wants to invite a creature into the mansion he must specify how large the creature is, and make augmentations to the structure. If the caster does not do this the mansion will dispel dropping all creatures and belongings onto the ground or surface where the spell originated. If the spell is made permanent the player can add a specified door or chamber for larger creatures to enter. Creatures of larger size take up more space and will take up some capacity. Large creatures will take up 20 capacity each, huge creatures will take up 50 capacity each, and Gargantuan creatures will take up 100 capacity. The caster can add more capacity at higher levels.


At 9th level, the mansion can now be put up permanently. There are two ways for the spell to be put up permanently, one is casting it in the same spot for an entire year which will cause a door to appear in the space and can only be seen by those with the password to open the door and location of the door. Two, the caster must pick a physical object that a door could be carved, cut, or shaped into. (Examples: A old tree with strong roots, a cave wall, a large stone, etc.) Once a permanent location is created it cannot be moved. Your DM can decide if they wish to use another option such as a closet door or wardrobe. If you wish to do something a little more unique take it up with your DM. Also, the caster can now increase the capacity of the mansion by consuming more gold. The gold amount is increased on a scale of 5 gp per 10 capacity. The capacity cannot exceed 300. (Example: For an increase of 100 capacity would be 50 gp.) Additionally, the caster can set two points that can be opened to enter the mansion. The mansion must have a permanent location on the same plane of existence. Once the caster opens the new door it will open into a back room which normally has no door. If the caster walks through the main door into the mansion (At the permanent location) the back door will dispel and the caster cannot walk through that door. Any creature with the correct password can enter the mansion without the caster. Therefore making the mansion into a permanent dwelling. Once the mansion is permanent the players can store physical objects in the mansion as well. The object the spell is cast upon cannot be burned, decayed, mined, or moved from that location. (Example: You could have a tree in the middle of dessert because of the spell's strength) If the caster dies who placed the mansion while it has a physical location the mansion will stay, but the door will become visible if no password holders exist in the mortal plane. (Example: three password holders exist and they all die, the door would become visible. Anyone can claim the mansion for their own if they pass an Arcana DC of the original caster's save DC when they died. (Example: The caster died with a save DC of 16, the creature would need to get a 16 or higher.) The caster can also now have two permanent doorways into the mansion and one created to enter from another location on the same plane of existence. The second permanent doorway can be changed at the cost of double the spell's components. (a miniature portal carved from ivory, a small piece of polished marble, and a tiny silver spoon, each item worth at least 5 gp, doubled). The caster can increase the capacity of the mansion to 500.

 

* - (a miniature portal carved from ivory, a small piece of polished marble, and a tiny silver spoon, each item worth at least 5 gp)

Previous Versions

Name Date Modified Views Adds Version Actions
5/19/2021 8:58:13 AM
5
1
1
Coming Soon
5/19/2021 9:22:38 AM
7
1
1.5
Coming Soon

Spell Tags: Teleportation Utility Environment Exploration

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

Rikmah

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