Level
9th
Casting Time
1 Action
Range/Area
Self (30 ft. )
Components
V, S
Duration
Concentration 1 Hour
School
Transmutation
Attack/Save
None
Damage/Effect
Bludgeoning (...)

You create a sphere where time and reality bend to your will. The sphere has a radius of 30 feet, centered on yourself. You and your allies are supported by the sphere's effects, perceiving time normally within it, which allows you to act with full speed and efficiency. Allies within the sphere gain advantage on Dexterity saving throws and initiative rolls. While inside the sphere, spells cast by you or your allies gain a temporary boost in power, dealing an additional 1d10 force damage on a successful hit or increasing their duration by 1 round, if applicable. Ranged and melee weapons from within the sphere gain a temporary distortion, increasing their range by 50% and dealing an additional 1d10 force damage.

As a bonus action on your turn while concentrating on this spell, you can perform one of the following environmental manipulations within the sphere: You can raise or lower the ground in a 10-foot square area by up to 10 feet, creating cover (up to full cover), difficult terrain, or a pit that lasts until the spell ends and can be used to trap or obstruct creatures. Alternatively, you can manipulate existing elements within the sphere, such as causing water to freeze, flames to spread or extinguish, or a gust of wind to knock back creatures; This manipulation causes the creating to make a dexterity saving throw deals 8d8 damage of a type appropriate to the element (cold, fire, bludgeoning). Additionally, you can cause shadows within the sphere to become semi-solid, creating 10-foot-square areas of dim light that count as difficult terrain, reducing the speed of creatures moving through these areas by an additional 10 feet. Lastly, you can cause a non-magical object or structure within the sphere to rapidly decay or crumble in a 10-ft cube per round, which can be used to destroy barriers, weaken supports, or disarm traps.

Each time a creature that is not your ally first enters the sphere or starts its turn there, they are affected by the sphere. While affected, the creature moves at half speed and can only take half of their actions per round, regardless of its usual number of actions. Additionally, it has disadvantage on Dexterity saving throws and initiative rolls.

When the sphere moves, any alterations made to the landscape or environment return to their original state, restoring the terrain to how it was before the spell was cast. Any displaced creatures are returned to the nearest unoccupied space.

Previous Versions

Name Date Modified Views Adds Version Actions
8/24/2024 5:21:02 AM
3
0
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Coming Soon
8/24/2024 5:51:19 AM
9
0
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Coming Soon
8/24/2024 5:56:49 AM
11
0
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Coming Soon

Available For: Bard (Legacy) Wizard (Legacy)

ShiroiTaiyo

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