Level
9th
Casting Time
1 Action
Range/Area
Self (20 ft. )
Components
V
Duration
School
Conjuration
Attack/Save
None
Damage/Effect

You create a demiplane centered on yourself. This demiplane is both defensive and offensive. To the outside world this area looks like a greyish black smoke. Every creature in the radius when this spell is first cast must make a Charmisa Saving Throw against your Spell Save DC. On a successful save the creature appears just outside of the spell range in an unoccupied space. On a failed save the creature stays within the demiplane. A creature from the outside can enter. If a creature is on the inside and find the edge of the demiplane they can leave it.
The demiplane looks like however you like. You control the environment and you can choose whether or not to harm any creature in the demiplane. As an action you can choose to harm a creature. You pick a target, that target and every creature within a 20 foot radius of that creature must make a dexterity saving throw against your spell save DC. On a failed save a creature takes 10d6 force damage. On a successful save the creature takes half damage.
When you first cast this spell you can choose three of the following effects.

  • No creature can enter.
  • Spell cost one less level to cast. (example 2nd level spell cost 1st level spell slots)
  • No creature can cast spells like demiplane or planeshift to leave your demiplane.
  • You name one spell of 8th level or lower. That spell can't be cast within your demiplane.
  • You can make difficult terrain in your demiplane. "You have the effect of the Fly spell while in your demiplane.
  • You can heal 10 hit points on the start of your turn while in your demiplane.
  • You can concentrate on one additional concentration spell while in your demiplane.
  • You can make all spells hit no matter what while in demiplane.
  • No creature can attack or cast spells in your demiplane. 
  • Your demiplane has it's own time
  • Your demiplane has a special contention (disuses with DM)

If two beings cast Domain Expansion in the same area. The creature that cast the first must make a Charmisa saving throw against the second creature spell save DC. On a failed save second Domain Expansion cancels out the first one. On a successful save The first one stays and the second one is cancelled
As a bonus action you can end the spell. If you cast this spell in the same spot for a year it becomes permanent.

Previous Versions

Name Date Modified Views Adds Version Actions
12/13/2024 1:09:55 AM
0
1
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Coming Soon

Available For: Artificer (Legacy) Bard Cleric Druid Paladin Ranger Sorcerer Warlock Wizard

Harris080

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