Temple of the Gods
2014 Rules
- Level & School
- 7th-level conjuration
- Casting Time
- 1 hour
- Range
- 120 feet
- Components
- V, S, M (a holy symbol worth at least 5 gp)
- Duration
- 24 hours
- Classes
- Cleric
- Source
- Xanathar's Guide to Everything
You cause a temple to shimmer into existence on ground you can see within range. The temple must fit within an unoccupied cube of space, up to 120 feet on each side. The temple remains until the spell ends. It is dedicated to whatever god, pantheon, or philosophy is represented by the holy symbol used in the casting.
You make all decisions about the temple's appearance. The interior is enclosed by a floor, walls, and a roof, with one door granting access to the interior and as many windows as you wish. Only you and any creatures you designate when you cast the spell can open or close the door.
The temple's interior is an open space with an idol or altar at one end. You decide whether the temple is illuminated and whether that illumination is bright light or dim light. The smell of burning incense fills the air within, and the temperature is mild.
The temple opposes types of creatures you choose when you cast this spell. Choose one or more of the following: celestials, elementals, fey, fiends, or undead. 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).
The temple is made from opaque magical force that extends into the Ethereal Plane, thus blocking ethereal travel into the temple's interior. Nothing can physically pass through the temple's exterior. It can't be dispelled by dispel magic, and antimagic field has no effect on it. A disintegrate spell destroys the temple instantly.
Casting this spell on the same spot every day for a year makes this effect permanent.
Temple of the Gods 5.5e 2024 vs. 5e 2014 edition differences
Temple of the Gods is currently only available in the 2014 edition.
How popular is Temple of the Gods in 5e?
Temple of the Gods is the #31 most popular level 7 spell (of 34) and the #8 most picked level 7 Cleric spell (of 11).
Among level 7 spells, Temple of the Gods ranks just below Sequester and just above Simbul's Synostodweomer in popularity.
- #555 (of 580) most popular 5e spell
- #31 (of 34) most popular level 7 spell
- #8 (of 11) most picked level 7 Cleric spell
Read about how this popularity data is calculated and see Temple of the Gods visualized with all 5e spells.
Spells similar to Temple of the Gods
Mordenkainen's Magnificent Mansion 7th-level conjuration
Both are 7th-level conjurations that create a large, secure dwelling lasting 24 hours and supporting multiple creatures.
Players prefer Mordenkainen's Magnificent Mansion over Temple of the Gods
Druid Grove 6th-level abjuration
It establishes a persistent, heavily defended area with multiple environmental and protective effects for a group.
Players prefer Druid Grove over Temple of the Gods
Mighty Fortress 8th-level conjuration
It similarly creates a substantial fortified structure, making it useful for establishing a protected base or refuge.
Players prefer Temple of the Gods over Mighty Fortress
Forbiddance 6th-level abjuration
This cleric spell also secures a large area against extraplanar creatures while providing powerful long-duration supernatural defenses.
Players prefer Temple of the Gods over Forbiddance
Guards and Wards 6th-level abjuration
Both spells spend a high-level slot to protect a location for an entire day with layered defenses against intruders.
Players prefer Temple of the Gods over Guards and Wards
Hallow 5th-level abjuration
Both cleric spells consecrate an area with lasting divine protections and can hinder or repel hostile creature types.
Players prefer Temple of the Gods over Hallow