Level
5th
Casting Time
1 Action Ritual
Range/Area
Self
Components
V, S, M *
Duration
Concentration 10 Minutes
School
Conjuration
Attack/Save
None
Damage/Effect

Until this spell is dispelled, you call forth environments captured in the glass bowl, creating a 90 foot sphere centered on yourself. Environmental effects cannot effect creatures outside of the sphere. The physical terrain and creatures summoned by this spell disappear once the spell is dispelled and creatures will not leave or attack creatures not within the sphere. To capture an environment in the bowl, you cast this spell as a ritual in an environment coordinating to a type mentioned below. Once the bowl is used, it looses its environmental nature and cannot be used again unless another environment is captured.The Environments and their effects are as follows:

Artic: 

A blinding chill fills the sphere. Snow instantly fills the sphere and the temperature drops to match. Each creature in the dome, excluding yourself, must succeed a Constitution saving throw or gain one level of exhaustion. Creatures with resistance or immunity to cold damage automatically succeed on the saving throw, as do creatures wearing cold weather gear (thick coats, gloves, and the like) and creatures naturally adapted to cold climates. Additionally, vision is reduced to 30 feet in the sphere and creatures outside of the dome have disadvantage on attack rolls on creatures inside the dome.

Coast:

The sphere suddenly fills with salt water, the ground becomes sand, and a whirlpool springs forth in the center of the dome below you on the ground. Each creature in the dome, excluding yourself, must succeed a Strength saving throw, or be forced 20 feet per round towards the center of the dome. A creature can swim away from the vortex by making a Strength (Athletics) check against your spell save DC.

Desert:

A heat wave appears in the sphere as-well as sand covering the floor. Each creature in the dome, excluding yourself, must succeed a Constitution saving throw or receive one level of exhaustion. Creatures wearing medium or heavy armor, or who are clad in heavy clothing, have disadvantage on the saving throw. Creatures with resistance or immunity to fire damage automatically succeed on the saving throw, as do creatures naturally adapted to hot climates. Additionally the sand is loose, making the ground in the sphere become difficult terrain. Additionally allied weapons become enchanted in the sphere, whenever a creature you designate initially in the casting of this spell makes a weapon attack, the weapon does an additional 1d6 fire damage.

 Forest

A grove of trees and a thicket appears in the sphere. Four large sized trees, two rocks erupt from the earth in a location of your choosing. Additionally this use of Terrarium does not require concentration and lasts instead an hour. The ground becomes detritus, and a CR 1 or lower beast from the forest environment is summoned. The beast is under your control and follows your commands (no action required) to the best of its ability. 

Grassland

The ground in the sphere springs to life with thick grass and wildflowers coming into bloom. Sunlight comes into view within the dome and beasts come crawling out of the vegetation. You summon a beast/beasts of your choosing either 1 CR 5, 2 CR 3, or 4 CR 2. They appear wherever you want them to, and they are under your control. They follow your command (no action required) to the best of their ability.

Mountain

The ground in the sphere suddenly rises up to 500 feet in the air (your choice of height) and the terrain becomes rocky and jagged. Storm clouds form overhead, hail begins to pour, winds pick up to a torrent, and lightning strikes a point you can see within range. Creatures within 5 feet of the lightning blast must succeed a Dexterity saving throw or suffer 4d10 lightning damage, half as much on a successful save. At the start of each of your turns, you can choose activate the lightning effect again(no action required).

Swamp

Noxious fumes begin to fill the air and the ground in the sphere becomes muddy and boggish. The air is tainted and each creature in the dome, excluding yourself, must succeed a Constitution Saving throw, as if concentrating on a spell. Additionally a creature that enters the dome for the first time, must succeed the saving throw. If a creature fails, they become poisoned for 1 minute and are unable to concentrate on spells, unless they are immune to the poisoned condition. At the end of each of the creatures turns, they can repeat this saving throw, ending the poison and effect on a success.

 

 

 

 

 

* - (a glass bowl with a red ruby and hundreds golden flecks inlayed worth 300gp)

Available For: Druid (Legacy)

NJT778923

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