Level
4th
Casting Time
1 Action
Range/Area
Self (150 ft. )
Components
None
Duration
8 Hours
School
Illusion
Attack/Save
WIS Save
Damage/Effect
Banishment (...)

You create an Illusory Biodome with a height of 75ft and a radius of 75ft. This biodome's interior terrain is no different to the ground it was formed on, except any difficult terrain becomes regular terrain. The climate inside this biome is controlled by the caster, and can reach 5C (F) above or below the current temperature (If the current temp was 20C (68F), you could make it anywhere between 15C (59F) and 25C (77F).) The weather can be set to rainy if it is currently rainy or sunny, but it cannot be set to sunny if it is already raining. If you create rain this way, the water cannot be collected or consumed, but it can extinguish fires or react with water-reactive substances.

All creatures in the dome when cast must make a Wisdom Save or recieve the charmed condition and cannot willingly leave the biodome. If a charmed creature does attempt to leave the biodome, they take 5d12 force damage and must make a strength save or get knocked back 15ft back into the dome. Every 30 minutes, if a charmed creature wants to leave, they can attempt a Wisdom save to break the charm. On a failed save, they take 1d6 psychic damage and remain charmed.

For every level you upcast this spell, the biodome does 2d12 more damage when a charmed creature attempts to leave, and 1d6 more damage if they fail the escape save.

Spell Tags: Damage Banishment Environment Charmed weather

Available For: Bard Sorcerer Warlock Wizard - Illusionist

EliTheGameDev

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