Level
9th
Casting Time
12 Hours Ritual
Range/Area
Unlimited
Components
V, S, M *
Duration
24 Hours
School
Enchantment
Attack/Save
None
Damage/Effect

You create a circle of runes that cause a dome of sable energy to expand from the center. This dome is invisible to any creature not under the effects of True Seeing, with the exception of creatures you specify in its casting. Any creature that is able to see the dome is freed from its effect but will fall back beneath the effects of the dome if they lose the ability to perceive it. To create this circle, you must be at the highest point of a town, or if casting on a specific building, standing in the highest point of the structure.

The Dome of Deception covers the exact physical borders of a township or city: It cannot be expanded beyond the limits of that location, but the blueprints of a specific building can be substituted in place of a city map or town charter to contain the effects of the spell to a specific structure. The spell cannot be modified after it is cast to allow exceptions for new individuals: All people(s) who are to be exempt from the spell's effect must be named at the time of the casting. 

People beneath the Dome of Deception have disadvantage on Deception and Persuasion checks made by the Caster, as well as any allies she names at the time the spell is cast. Furthermore, their alignment is forcefully shifted to that of the Caster, and they act per that alignment. Those who know the caster, or those on the exemption list, have their attitude adjusted to be neutral at worst, while those who meet the caster for the first time after the spell is cast have a naturally pleasant, trusting disposition. They will no longer insight check the Caster or her exempt allies unless they tell a falsehood that they know to be untrue, and even in this case, they will make these Insight checks at disadvantage. If they succeed the insight check, they can perceive the dome for 60 minutes.

Anyone attempting to convince a target that they are being deceived solicits an unwelcome, but not outright hostile response. Persuasion checks to prove this duplicity are made at disadvantage. If the target is given the ability to see the Dome of Deception, they become aware that they have been deceived and know by whom they were misled. They are not made privy of who may be on the list of exempt individuals, however. Those who enter the Dome after it has been cast must succeed on a Charisma save, or fall under the effects of the dome. Anyone who leaves the effect of the dome is not made aware of its existence but will experience headaches and severe vertigo for 1d4 days following separation from the dome.

For those that can see the dome, it appears as a massive, black half-sphere of energy large enough to envelop an entire settlement, occasionally dotted with twinkling azure stars. 

If the Vocal and Somatic components of the spell are performed at the same place, just before the spell is set to expire, the spell will continue for another 24 hours. If this is repeated for 1 year, the Dome becomes permanent. A character entering the circle can make a Charisma save equal to the caster's Save DC to end the spell immediately. If the rune circle used to create the spell is destroyed or wiped away, the spell ends immediately. If the spell is endedin this way, every person under its effect takes 12d12 Psychic damage. Anyone that dies from this effect is turned into a Mindless Zombie under the thrall of the Caster. (Basic Rules , pg. 161).

The spellcaster who began the Dome may choose to dismiss it by standing in the center of the circle and speaking a command word of their choosing.

* - (A blizzard stone worth at least 20,000 GP, the eye of a Beholder, and a town charter or city map.)

Available For: Bard (Legacy) Warlock (Legacy) Wizard (Legacy)

ErmetHorton

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