9th-level conjuration
Casting Time: 1 action
Range: 300 feet
Components: V, S, M (a shard of crystal from a demi-plane worth at least 1,000 gp)
Duration: Concentration, up to 1 hour
You manifest a personal reality that envelops all creatures within a 120-foot-radius sphere centered on a point you choose within range. This new reality is a unique dimension under your control, shaped by your will and reflecting your inner essence. Creatures within the area are transported to this realm for the duration of the spell or until your concentration ends.
Creating Your Reality:
Environment Control: Upon casting the spell, you determine the environment of the Reality Marble. This can be a burning battlefield, a serene garden, a shifting desert, an icy tundra, or any other terrain of your choice. You have complete control over the terrain, temperature, light levels, and minor environmental features (such as walls of fire, swirling mist, or spectral structures).
Obstacles and Hazards: You can create up to three environmental hazards or obstacles that reflect your theme. For example, in a fiery domain, you might conjure rivers of lava or burning pillars; in an ice realm, you might create blizzards or freezing spikes. Each hazard can force creatures to make a saving throw of your choice (usually Dexterity, Strength, or Constitution) or take damage or suffer a condition (e.g., restrained by ice, blinded by sandstorms). The damage dealt by hazards cannot exceed 8d10 of an appropriate type per turn.
Trapping and Controlling:
Escape Check: Creatures within the Reality Marble cannot leave unless you allow it or they succeed on a Charisma saving throw at the end of their turn. A creature that succeeds on this save is expelled from the Reality Marble back to its original location (or the nearest unoccupied space) and takes 10d10 force damage as the reality resists their departure.
Reality Manipulation: As a bonus action on your turn, you can alter minor features of the environment or move hazardous terrain within the reality, making it harder for enemies to navigate. You can also create simple cover, change elevation, or impose difficult terrain in areas you choose.
Combat Advantage:
Enhanced Control: While in the Reality Marble, you gain advantage on all attack rolls, ability checks, and saving throws. Additionally, creatures of your choice within the Marble have disadvantage on saving throws against your spells and abilities.
Weakened Enemies: Enemies of your choice suffer a -2 penalty to attack rolls and AC as they struggle to adapt to your domain.
End of the Marble: When the spell ends or your concentration is broken, all creatures return to the exact positions they were in when the spell was cast, unless the environment has permanently altered them (e.g., moved to a different location or incapacitated).
At Higher Levels: You can use wish to permanently create a Reality Marble anchored to a specific location, trapping creatures who enter the area at your discretion.
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