Level
9th
Casting Time
2 Hours Ritual
Range/Area
Self 5 ft.
Components
V, S, M *
Duration
24 Hours
School
Abjuration
Attack/Save
None
Damage/Effect
Additional

This spell allows a spellcaster to imbue a specific area with an immense amount of magical energy that draws from both the caster and the earth itself. When cast as a ritual, the spell takes 8 hours to cast. It affects an area with a radius of 150ft around the caster. 

Once the caster has finished imbuing this area with magic, the area becomes almost like a part of the caster, enabling them to control everything in that space. In this space, the caster can shape the ground in whatever forms they wish. They can raise the entire area affected by the spell up to 100 ft in the area or sink it 50 ft deep, or limit their manipulation to only specific areas in specific shapes (i.e., being able to raise a tower 50 ft up or create a wall 70 ft high, 20 ft wide, and 10 ft thick). Using an action, the caster can manipulate a 20ft diameter area to rise or lower 20 ft and can freely manipulate any other aspect of the ground within that space, turning it into difficult terrain. They can also use this ability to effectively cast the Erupting Earth spell at the equivalent of a 3rd level slot without expending any spell slots as an action.

While within this space, the caster has total awareness of the space, meaning that they cannot be surprised while in this space, and are effectively under the effect of the Truesight spell while they remain in their Domain.

Your spell save DC is increased by 2 while within your Domain.

The Domain also functions as the 4th level spell Private Sanctum, although it does permit sound to leave the Domain. 

 Select 4 of the abilities listed below to be active upon casting this spell. If you cast it as a ritual, you can have 5 abilities active. 

Aural Guard: The magic rushes to protect the caster, acting as a constant casting of the Shield spell around the caster as long as they remain in the Domain. This effect does not prevent you from activating the Shield spell as a reaction, adding that bonus to your already increased AC. You can use a bonus action to cast Blade Ward on yourself. At the beginning of the day, the spell Armor of Agathys  is active at 6th level and has unlimited duration while within the Domain. Casting Dispel Magic against this effect can only disrupt it for 1 turn. 

Trappings of Power: In this space, the caster is able to place up to 4 Glyphs of warding within their Domain without expending any spell slots. Consider these glyphs to be cast at 4th level. Placing each of these Glyphs only takes 10 minutes, and does not cost any material components. Casting any additional Glyphs of Warding only take 30 minutes to cast within the Domain, and only costs half of the normal material components. The caster can place 1 Symbol spell on a surface or object within the space rather than the 4 Glyphs of Warding with no material cost. Casting any additional uses of the Symbol spell will only require half the material components. 

In the Zone: The caster has advantage on concentration checks to maintain spells within their domain, and adds an additional +4 to those checks. If you are using a concentration spell and drop it to activate another concentration spell, the first spell remains active for 1 more turn before dispelling. 

Magically Juiced:  While in their Domain, the caster has advantage on all spell attack rolls and adds an additional +8 to the damage for each spell attack. 

Ace in the Sleeve: The caster can use a bonus action or reaction to cast the Misty Step spell without expending a spell slot. If used as a reaction, any attempted melee or ranged attack made at the original spot misses the caster. 

Sorcerer Adjacent: The caster can expend a bonus action to reduce the length of the Domain by a certain number of hours to regain spell slots. For example, the caster can reduce the length of the domain by 1 hour to regain one 1st level spell slot, up to 5 hours for a 5th level spell slot. The caster can also reduce the length by 5 hours to regain 5 1st level spell slots and so on like that. If the number of hours is reduced to 0, then the Domain ends*

Magical Manipulation: Your control of the magic within this is space is enormous. You have advantage on all saving throws against magical effects, and add 1d4 to all saving throws against magical effects. You can cast Counter Spell  as a reaction at 4th level without using a spell slot 3 times per day. 

Untouchable: The magic within this space sustains you: While in this space, you have the effect of the Death Ward spell on you. The effect can only be used once per day. While in your Domain, you are under the effect of the Freedom of Movement spell. 

If a caster casts this spell on the same area for 1 week straight, the effect lasts on that area for 1 year, at which point the caster gains access to all of the abilities of this spell.  When casting the spell in this way, each day after the first only requires 300 gp of gold dust, 100 gp of silver dust, and 100 gp of sapphire dust. If the caster expends a 9th level spell slot and 100gp sapphire dust each week for the following year, the effect in that area remains permanent. If the caster misses 1 week, then the total time it takes to make the spell permanent increases by 4 weeks. If the caster misses 4 weeks in a row, then the timer is effectively reset (i.e., if the caster had spent 12 weeks imbuing the area and missed 4 weeks in a row, then all the progress from those 12 weeks would be lost, as far as the effect becoming permanent is concerned).  

*if the spell has been made to last 1 year or is permanent, then the spellcaster only has 8 hours worth of time to replenish spell slots this way, which are regained at the beginning of each day. 

* - (1500 gp worth of gold dust, 500 gp worth of silver dust, 500 gp worth of sapphire dust, 1 vial's worth of the caster's blood, consumed by the spell)

Available For: Wizard (Legacy) - School of Abjuration (Legacy)

SaltSnyder

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