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Sala Draconis

This pantheon is a circle with a radius of 110 ft. The floor and walls are ornate, bordering on gaudy, marble with marble pillars. The pantheon is open air, looking out to a starry sky with occasional clouds and a bright sun directly above the pantheon. Despite this, it is not possible to go above 20 ft.

The pantheon has an alignment aura matching that of Donk.

The pantheon is positioned at step 8 on the Steps of Ascension. This puts it very close to the mortal plane and its seat location is the Dracones Sella shrine in the Pasture. The pantheon is connected to the Pantheon of Vileuary and the Spirit Sanctum. The pantheon has a Spell Resistance of 18 that cannot be lowered.

Detecting the Pantheon

A creature on the Steps of Ascension can attempt a DC 20 mythic or HD check to notice the pantheon.

Level two or higher spells or abilities in or related to the school of divination can be used to detect the pantheon. Such spells include, but are not limited to:

Entering or Leaving the Pantheon

The pantheon can be entered if a creature reaches step 8 on the Steps to Ascension and knows of the pantheon. The pantheon can be exited in the same manner. When exiting through the Steps to Ascension, a creature descends to where they entered the Steps. They may choose to attempt to exit at the shrine or a location near it if they entered the Steps from the Pasture and succeed a Will Save of DC 2 + 1 per 10 miles from the shrine. If the DC exceeds 20, they cannot exit there in this way. If they fail the save, they fall from the pantheon to where they entered the Steps and cannot attempt to climb the Steps again for a day.

Level two or higher spells or abilities in or related to the school of teleportation can be used to enter or leave the pantheon if cast from the Pasture. When leaving through these spells or abilities, the caster exits from the shrine. If a creature with mythic power entered the pantheon through these means, they may choose to exit the pantheon by climbing down the Stairs to the shrine. Such spells include, but are not limited to:

Level two or higher spells or abilities that involve planar travel can be used to enter or leave the pantheon regardless from where they are cast. Such spells include, but are not limited to:

Inside the Pantheon

While in the pantheon, creatures can somewhat detect the surroundings of the shrine. Creatures in the pantheon have a -8 penalty to perception checks to perceive ongoings around the shrine. This functions similar to scrying and can be detected by detect scrying with a successful check against the pantheon's SR. Creatures outside the pantheon cannot perceive into the pantheon through non-magical means.

Creatures inside the pantheon have spell resistance equivalent to the pantheon's SR against spells cast from outside the pantheon. Creatures inside the pantheon can cast spells through the shrine's effective scrying sensor with a 50% fail chance. All creatures and locations within the pantheon count as in range of any spell cast from within the pantheon, except for spells with a range of personal. All creatures in the pantheon immediately know of the presence of all other creatures inside the pantheon and gain true seeing. Creatures within the patheon can choose to have their voice reach any other creature inside the pantheon though this does not grant understanding of languages.

Donk can cast dispel magic at will inside the plane, using his HD as his caster level. Donk has 18 spell resistance while inside the pantheon against spells cast from inside the pantheon and 26 SR against spells cast from outside the pantheon. This can only be lowered to the pantheon's SR. Any death effects Donk suffers is immediately suspended while he is inside the pantheon and resume when he leaves. Donk always counts as in range of spells cast from within the pantheon but only has the pantheon's SR against spells cast from inside while he is outside; creatures inside can always choose to reach Donk with their voice; and creatures inside immediately know where he is.

While inside, Donk can banish creatures with less than 8 points of mythic power (or an equivalent amount) at will from the pantheon. Creatures banished in this way appear inside the shrine and are able to enter the pantheon again if they have means to do so. Being banished in this way imposes a negative level for a day. Donk can attempt an opposed mythic check to banish creatures with more than 8 points of mythic power that are not visitors from another pantheon. On a success, the creature is banished in the same manner described before. On a failure, Donk suffers one negative level for a day.

Donk can also attempt to banish visitors from other pantheons back to their pantheons by attempting a 1d20 + 8 check against a DC equal to the location of the other pantheons' location. Visitors can attempt to resist any form of banishment with mythic power (or equivalent).

The pantheon is a place somewhat without physicality. While inside, creatures recover at most 30 hit points a day and each healing effect on them is reduced by 25%. All damage received while in the pantheon is reduced by 25%.