A 60-foot-radius sphere begins to form around you as you attempt to pull creatures within the radius of your spell into a demi-plane. The target must succeed on a Dexterity saving throw or be swallowed by the sphere. While affected by this spell, the creature doesn't need to breathe, eat, or drink, and it doesn’t age. Divination spells can’t locate or perceive the target.
While within the demi-plane all creatures except the caster are unable to leave. Creatures cannot move past the boundaries of the demi-plane and attempts of teleportation that tries to move beyond the boundary fails. The sphere also extends into the Ethereal Plane, blocking ethereal travel through the wall. If the caster leaves the radius of the spell the spell immediately ends.
The sphere has 150hp and can only be damaged from the outside. This spell is unaffected by Antimagic Field. A Dispel spell can end the spell only if it is cast as a 9th-level spell. If a Domain Expansion is cast within an already existing domain the creatures casting the spell must roll a d20. The creatures with the higher roll has their domain overpower the other.
Upon learning this spell the player must choose one type of domain they would like to use. After choosing a domain the spells effects cannot be changed. The player can describe what the inside of the demi-plane looks like but cannot alter the terrain.
| Color | Effect |
|---|---|
| Fire Domain | All creatures must make an Dexterity saving throw. The creature takes an initial 12d6 fire damage on a failed save, or half as much damage on a successful one. While in this domain a creature must repeat the Dexterity saving throw on each of their turns. On a failed save the creature takes 6d6 fire damage at the start of each turns, or half as much on a successful one. All water within the domain after the spell is cast is destroyed and all attempts to create water in the domain fail. |
| Cold Domain | All creatures must make an Constitution saving throw. The creature takes an initial 12d6 cold damage on a failed save, or half as much damage on a successful one. While in this domain a creature must repeat the Constitution saving throw on each of their turns. On a failed save the creature takes 6d6 cold damage and lose 10ft of movement speed. On a successful save, the creature takes half damage and loses no movement speed. All fire within the area after spell is cast is extinguished and all water freezes solid. |
| Lightning Domain | All creatures must make an Dexterity saving throw. The creature takes an initial 12d6 lightning damage on a failed save, or half as much damage on a successful one. While in this domain a creature must repeat the Dexterity saving throw on each of their turns. On a failed save the creature takes 6d6 lightning damage at the start of each turns, or half as much on a successful one. If creatures are within 10ft of each other lightning arcs toward them dealing an extra 2d6 damage. (A creature can only be affected by 1 arc). |
| Poison Domain | All creatures must make an Constitution saving throw. The creature takes an initial 12d6 poison damage on a failed save, or half as much damage on a successful one. While in this domain a creature must repeat the Constitution saving throw on each of their turns. On a failed save the creature takes 6d6 poison damage and becomes poisoned. On a successful save, the creature takes half damage and isn't poisoned. A creature can make a Constitution saving throw at the end of its next turn to remove the effect. All plant life within the with the domain instantly withers and dies. |
| Necrotic Domain | All creatures must make an Constitution saving throw. The creature takes an initial 12d6 necrotic damage on a failed save, or half as much damage on a successful one. While in this domain a creature must repeat the Constitution saving throw on each of their turns. On a failed save the creature takes 2d6 necrotic damage, or half as much on a successful one. The caster regains a number of hit points equal to the amount of necrotic damage dealt. The body of a creature that dies within this domain begins to rot at the start of its next turn. The body completely rots away after 3 turns. |
| Radiant Domain | All creatures must make an Constitution saving throw. The creature takes an initial 12d6 radiant damage on a failed save, or half as much damage on a successful one. While in this domain a creature must repeat the Constitution saving throw on each of their turns. On a failed save the creature takes 2d6 radiant damage and is blinded. On a successful, save the creature takes half damage and isn't blinded. A creature can make another Constitution saving throw at the start of its next turn to remove the effect. All light within this domain counts as daylight and no shadows are cast within this domain. |
| Force Domain | All creatures must make an Strength saving throw. The creature takes an initial 12d6 force damage on a failed save, or half as much damage on a successful one. While in this domain a creature must repeat the Strength saving throw on each of their turns. On a failed save the creature takes 2d6 force damage and is pushed 10ft in a direction of the casters choosing and is knocked prone. On a successful, save the creature takes half damage and isn't pushed. |
| Psychic Domain | All creatures must make an Intelligence saving throw. The creature takes an initial 12d6 psychic damage on a failed save, or half as much damage on a successful one. While in this domain a creature must repeat the Intelligence saving throw on each of their turns. On a failed save the creature takes 2d6 psychic damage and has disadvantage on its next attack roll, saving throw, or ability check. On a successful save, the creature takes half damage and does not have disadvantage. |
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