This spell creates a pocket dimension around the caster that forces itself into the material plain. From the outside the spell is seen as a black orb that forms in a 30 foot radius around the caster, but within the spell the caster has complete control of everything inside the Domain. Any enemies within range of the spell cannot leave and are subject to the laws and regulations the caster puts in place. Once the spell is over, however the caster must take one round to recover their energy. They cannot cast any spells for one round or else they take a point of exhaustion for every round they use a spell without rest.
The caster has near-complete liberty to customize all aspects of their Domain, the only other swaying force in their customizability is anything the DM outlaws. Anything else is completely up to the player to customize.
A Domain expansion does 8D12 force damage plus 5D12 of one other type of damage that the player wishes. At the start of each the caster's turns for the next 3 minutes. The caster cannot take any other actions, bonus actions, or reactions while their Domain is active and must use their Domain to attack until the time limit is reached, at which point the Domain will disperse. If the caster does perform another action while their Domain is active then the Domain disperses.
A Domain Expansion has a feature called a sure hit effect, this means that the Domain's attacks cannot miss and will always hit the targets. There are a few exceptions to this rule: If a Domain is opened in the space of another Domain, they will clash and the sure hit effect will be nullified, being replaced with advantage on attack rolls. Additionally, certain spells can be used to stop the Domain's sure hit effect for one turn like Shield.
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