Magic Door (3.5e Equipment)

Magic Door
Magical doorways are a staple of any magically imbued dungeon. From doors that ask riddles, to doors that just shank you, magic doors are fun for everyone (except adventurers). Magical doors are a series of items which imbue intelligence onto a door, turning it into an immobile construct whose only functions are to open, close, and trigger traps connected to its functioning. The basic Magic Door costs CL x 500 gp and has no special powers beyond being a talking door.

By default a Magic Door has no physical scores and Int 10, Wis 10, and Cha 10, has normal vision, darkvision, low-light vision, and hearing out to 30 ft., and speaks one language plus 1 language per point of intelligence modifier it possesses. Its senses extend out by 10 ft. for every bonus point of wisdom modifier it possesses. If a trap of any kind is attached to the door (such as a series of blades triggered by opening the door) the door can trigger the trap on its own. Magic Doors are loyal to its creator or assigned owner, and follow their instructions so it is possible to make a far smarter trap than would otherwise be expected. Magical doors have the hardness and hp expected of a door of its make and material plus an additional 10 hp for every CL it possesses.

For higher ability scores, add the ability modifier^2 x 250 gp. For example, for Wis 16 it would be (3x3) x 250 or +2250 gp. Higher ability scores are useful, depending on the powers and function of the door.

Save for any traps it may be connected to, a magic door has no offensive capability. They're often used as riddle doors, unlocking their keyless lock only when the riddle is solved. Of course, some have weaponized their doors...

Guardian Door
The door is actively guarding and hostile to those which fit its criteria. It can receive instructions akin to a typical golem, and when criteria are met it attacks opponents with magical spells. Spells can be applied to the door as spell-like abilities by paying the cost of spell level x caster level x 360, which grants it a use of said spell 1/day. Additional spells (or additional uses per day) can be added by applying additional cost. If it reaches 6/day or greater, the ability instead becomes at will.

Spells which have expensive components or XP costs add the cost of the component x100 to the final cost of the imbued spell, and XP costs are converted to gold costs x5. Focus costs are added without multiplying. For example, a spell which has a 150 gp material component, 50 gp focus, and cost 300 XP would be (150x1000) + (50) + (300x5), or 1500 + 50 + 1500 to the final cost.

All spell-like abilities are charisma based. The caster level is the caster level of the door.

Strong conjuration; CL 15th; Craft Wondrous Item, animate objects; Price Cost::Variable.