| Galaxy |
|---|
| 9th-level Conjuration |
| Casting Time: 1 action |
| Range: Self (90-foot radius sphere) |
| Components: V, S, |
| Duration: Concentration, up to 1 minute |
While Active
- Cosmic Immunity. You are immune to all damage and conditions.
- Gravity Well. any creatures with 60ft of you can fly around as difficult terrain
Planetary Control
You may command up to 3 planets to orbit you. Each planet may perform one action per turn as a bonus action. You can mix and match effects from the list below:
Planetary Options
- Planetary Impact. Crash a planet onto a target within 120 feet. Target makes a Dexterity saving throw. On a fail: 8d12 bludgeoning damage and knocked prone. On success: half damage.
- Planetary Shield. Redirect a planet to intercept. Impose disadvantage on one attack against you or an ally within 30 feet.
- Planetary Orbit. Assign a planet to orbit an ally. They gain half cover until the start of your next turn.
- Molten World. A volcanic planet erupts, spewing fire. A 20-foot radius sphere centered within 120 feet ignites. Creatures in the area make a Dexterity saving throw or take 6d10 fire damage; half on success.
- Frozen World. An icy planet releases a blast of cold. A 30-foot cone from you forces creatures to make a Constitution saving throw. On fail: 6d8 cold damage and speed halved until end of next turn.
- Gas Giant. A colossal gaseous world exudes toxic storms. Choose a 20-foot radius within 120 feet. Creatures in the area must succeed on a Constitution saving throw or take 4d10 poison damage and be poisoned until the end of their next turn.
- Crystal World. A shardlike planet refracts starlight. One ally of your choice within 60 feet gains temporary hit points equal to 4d10 + your spellcasting modifier.
- Gravity Core. You collapse a planet into a singularity. A 15-foot radius sphere within 60 feet becomes a crushing well. Creatures in the area must make a Strength saving throw or be restrained until the end of your next turn.