Upon casting this spell, a white, blinding flash of light envelops anyone in range of the caster, before they regain their vision, the rules of the spell are instantly transmitted into their mind, regardless of any spoken or understood languages. then the lights subdue and the environment inside of the created sphere is that of an empty space, where the caster and anyone caught in the spells range can stand as if there was solid ground. The surroundings circling the trapped creatures can be anything that the caster chooses, as long as it doesn't create difficult terrain or any form of cover. Anyone outside of the spells range when cast sees a 20 ft tall and 20 ft wide sphere of pure white.
Once inside the domain, The caster and any creatures inside of the sphere can perform their actions as normal, following the established initiative order. For any creature inside the domain, it is impossible to escape with any means lower than that of a Wish spell. For anyone outside of the sphere wanting to get in, as an action, they can roll a DC 16 Strength Check, and on success, they successfully enter their domain, where the rules of the spell are also transmitted into their minds.
This Domains ends when one of the following conditions is met;
- The caster takes an action to dispel the Domain.
- The caster is reduced to 0 HP
Uses of Dispel Magic or Counterspell cannot nullify this Domain
After the casting of this spell, you enter the Neutral Stage of the Domain. Any Melee, Ranged, or Spell attack made by the caster activates one of the first conditions, being Visual Effect Indicators. Taking the Dodge Action also activates one of the first conditions, and you heal 1D6 times the level this spell is cast at in hit points. After every attack made, hit or miss, roll a D10. The same applies to whenever the Dodge Action is taken The number rolled determines the color of the Visual Indicator, which coats the attack in one of four colors, each having a unique effect. After manifesting three Visual Indicators, the Domain moves onto the next stage, the Richi Stage.
- Green (Achieved by rolling any number 1-4 on the D10) A Visual Indicator that has the lowest probability of Jackpot
- Red (Achieved by rolling any number 5-7 on the D10) A Visual Indicator that has medium probability of Jackpot
- Gold (Achieved by rolling any number 8-9 on the D10) A Visual Indicator that has high probability of Jackpot
- Rainbow (Achieved by rolling any number 10 on the D10) A Visual Indicator that has guaranteed probability of Jackpot
Once Richi Stage is reached, the caster gains an extra action on their turn, where they can spin the Richi wheel. This wheel has 8 different variations, which are covered later on in the spell description. To determine which variation you get, first roll a single D8. The number rolled than appears visually to everyone within the Domain as two numbers in a slot machine, with a third number yet to be chosen. The D8 then determines what Richi Scenario is played:
- On a roll of 1-2: Situation One, (Which is a visual situation determined by the caster.) Has the low chance of a Jackpot
- On a roll of 3-4: Situation Two, (Which is a visual situation determined by the caster.) Has a medium chance of a Jackpot
- On a roll of 5-6: Situation Three, (Which is a visual situation determined by the caster.) Has a medium chance of a Jackpot
- On a roll of 7-8: Situation Four, (Which is a visual situation determined by the caster.) Has a high chance of a Jackpot
To determine if a Jackpot, the final stage of the Domain, is achieved, Roll a percentile dice. On a roll of 150 or higher, you activate the Jackpot Condition. Based on previous rolls, you can add modifiers to the roll. You add these numbers consecutively. First add the numbers from the Neutral Stage, those being:
- Green: +2
- Red +5
- Gold +10
- Rainbow +150
Next, add the numbers of the Richi Stage:
- Situation One: +20
- Situation Two: +30
- Situation Three: +30
- Situation Four: +80
If Jackpot is not achieved, you go back to the Neutral Stage, and any previous rolls in either stage of the game is discarded, however, special conditions are added based on which Richi Roll happened last Scenario. On a Richi Roll correlating to an Odd Number, you may add +20 to the next potential Jackpot roll. On an Even Number, The Neutral Stage ends when two Visual Indicators are manifested, opposed to the normal three
If Jackpot is achieved, you gain the following benefits while it is active;
- Your Walking Speed increases an additional 10 Feet
- You Armor Class is Increased by 2
- You gain 10 Temporary Hit Points
- Any Spell can be casted as a Bonus Action, and there is no restriction on casting more than one leveled spell in a turn
- Casting Spells does not require the use of Any Spell Slots
- At the beginning of your turn, you regain Hit Points equal to half of your Maximum Hit Point Count.
Jackpot lasts for 6 rounds of combat, and any benefits from Jackpot end after 6 rounds.
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Posted Jun 12, 2024For the next four minutes and 11 seconds...