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.
Temple of the Gods popularity
How popular is Temple of the Gods? It is one of the rarest spells in the game, but is often chosen over other options when available. This spell is a rare and unique offering.
- Bottom 50% picked level 7 Cleric spell
- Bottom 10% of all level 7 spells
- Bottom 10% of all 5e spells
Read about how this popularity data is calculated.
Spells similar to Temple of the Gods
Forbiddance 6th-level abjuration
This also wards off specific creature types and makes an area far safer against intrusion.
Players prefer Forbiddance over Temple of the Gods
Hallow 5th-level abjuration
It’s the closest match in both theme and purpose, since it sanctifies an area and turns it into a protected holy space.
Players prefer Temple of the Gods over Hallow
Guards and Wards 6th-level abjuration
It reshapes a building into a defended stronghold, which lines up well with the temple’s fortified, hard-to-breach feel.
Players prefer Temple of the Gods over Guards and Wards
Magic Circle 3rd-level abjuration
Like the target spell, it protects a space from selected creature types and is especially useful as a ward against outsiders.
Players prefer Temple of the Gods over Magic Circle
Mordenkainen's Private Sanctum 4th-level abjuration
Both spells seal off a location from unwanted magical spying and help turn it into a secure refuge.
Players prefer Temple of the Gods over Mordenkainen's Private Sanctum