I don’t get it. Everybody wants more new spells. I don’t think many people hate it when WotC puts new spells in a book. So what difference is it if proportionally more of them start to be for cold, thunder, lightning, etc.? How many people would even notice if the next book had 10 damage spells and only one of them was fire based?
I think part of the problem is that the mentality in 5e is everyone has full choice from everything, therefore there is no point to adding anything that they see as not materially more useful than what already exists. Just an observation though, and anecdotal evidence is not proof of much... still feels that way though.
No, because anything materially more useful is power creep and impacts the balance of the game. Additionally, there are classes that are materially hurt...badly...by the lack of variety. Dragon sorc is the easy example. Pick anything but a red or gold dragon sorc, and you are materially worse than reds or golds.
Any time an unfathomably powerful entity sweeps in and offers godlike rewards in return for just a few teensy favors, it’s a scam. Unless it’s me. I’d never lie to you, reader dearest.
I think the main reason they dont release more spells is because of the PHB+1 issues for ADL.
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Any time an unfathomably powerful entity sweeps in and offers godlike rewards in return for just a few teensy favors, it’s a scam. Unless it’s me. I’d never lie to you, reader dearest.
Both the local game shops within 50 miles gave up on AL because no one would show up to play in any of the games they tried to host. However, there are plenty of non-AL D&D games going on there on a regular basis. That is just around here though.
Ultimately I think the first step to correcting this imbalance is to look at the elements themselves and try to identify a cohesive theme that each one embodies to build around. Some of them are obvious -- Radiant correlates directly to 'goodness', the Higher Planes, etc, while Psychic damage correlates with the mind, affecting it or interacting with it in some way.
Cold is also relatively easy. Across most fantasy settings, cold/ice magic is intertwined pretty significantly with effects that slow or root the target(s). Sometimes it creates terrain features, as well. Sometimes the terrain creates some other persistent effect, but not always. I've kinda had an idea cooking for a few days that I'm already starting to fall in love with, where you create a large razor sharp snowflake and throw it in a direction, damaging creatures in a line for both Slashing and Cold damage.
Thunder could be really easy, or really hard depending on how tightly you define it. I think it would be beneficial to consider any kind of sound based damage to be Thunder, not just the deep resonating kind of vibrations. This would include, for example, an effect you need to feed your Action into to maintain, that affects a small circle or cone area with high pitched shrieking or other shrill, grating noise meant force the affected individuals to cover their ears or take small ongoing damage. Or, playing off of resonant frequencies, you have to maintain Concentration and stay within a certain distance of a target for so many rounds, but if you do the target is immediately incapacitated or the object is immediately pulverized.
Poison is kinda all in the name. Poison spells should all be effects that are toxic, and should have prevalent secondary effects. I'd imagine that the up front damage from Poison spells should be pretty minor, in favor of ongoing damage effects. I'm not sure how heavily Poison damage spells should lean on the Poisoned condition, though.
Acid damage should probably also be more focused on over-time damage rather than upfront. But I also feel that Acid spells should interact with objects and equipment fairly prominently. A sticky spray that adheres to clothing or armor, and emits a gas that burns flesh, for example. Or, go even deeper into the theme that [Tooltip Not Found] suggests, but if the target doesn't scrape away the acid within the first 3(?) turns, their AC is reduced by 1 permanently.
Group A: "I would like more spells to fit within a theme that I want to play."
Group B: "I don't want you to have those spells because I don't like it when other people have fun."
I don't think that's a fair interpretation. I think it's more like: Everyone would like new spells with original uses and to beef up certain damage types. Some people think reskinning spells is a good idea to make specific element themes more competitive. Some people don't want to see everything get homogenized.
its good they haven't added tons and tons of spells into the game. It does get overwhelming.
its annoying, as an example I have been playing for a year now a Sorceress Divine soul of Auril, so cold is a big theme for me and i struggled to get a lot of cold dmg spells.
Something else that is important to note is Monster Resistances and immunity. I would like to see that data spliced with spells too to see the difference.
Eldritch Blast is such an Amazing cantrip not only because of the madness you can do with it but because it is some of the few spells that is Force Dmg.
There is hardly any monster with resistance to force or down right immunity to it.. even tiamat (horde of the dragon queen) is not immune or resistant.
Eldritch Blast is such an Amazing cantrip not only because of the madness you can do with it but because it is some of the few spells that is Force Dmg.
There is hardly any monster with resistance to force or down right immunity to it.. even tiamat (horde of the dragon queen) is not immune or resistant.
There are no creatures at all with resistance to Force, and only one creature in the MM with immunity to Force damage, the Helmed Horror.
I think the easy solution is to allow changing damage type not on the fly but only when the spell is learned. There would need to be a few caveats though eg element to element only and if you want to change an element to exotic damage type the spell is treated 1 spell level higher. For example that would mean a force ball would be a 4th level spell instead of a 3rd level spell.
I am also of the opinion damage type themed characters should have access to a feat or class feature that allows you to ignore resistance and treat immunity as resistance. There is a feat to ignore resistance currently but it does nothing for immunity.
I think the easy solution is to allow changing damage type not on the fly but only when the spell is learned. There would need to be a few caveats though eg element to element only and if you want to change an element to exotic damage type the spell is treated 1 spell level higher. For example that would mean a force ball would be a 4th level spell instead of a 3rd level spell.
I am also of the opinion damage type themed characters should have access to a feat or class feature that allows you to ignore resistance and treat immunity as resistance. There is a feat to ignore resistance currently but it does nothing for immunity.
The only issue with the idea of switching elements of existing spells is they often have secondary effects, like Fireball setting things on fire, that don't translate well. In my opinion that is one of the biggest draw backs of just reskinning the existing spells.
I think that any rules regarding changing a spell's damage type should be limited to the damage types that Chromatic Orb has. Letting someone choose Radiant, Necrotic, Psychic, or Force damage would be more problematic.
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Find your own truth, choose your enemies carefully, and never deal with a dragon.
"Canon" is what's factual to D&D lore. "Cannon" is what you're going to be shot with if you keep getting the word wrong.
If they changed level scaling so it wasn't so terrible to just use a lower level spell in a higher level slot, it wouldn't matter that there aren't all that many spells in one type.
The risk you run for just creating more spells is that you turn everything vanilla; you want different elements to actually feel different. Maybe create basic elemental effects and you design spells applying modifiers to those spells.
let me preface this by saying this was not a good system in execution but its premise is solid.
Perhaps a modular spell creation system like they did with words of power in pathfinder could be a good solution. It most likely would need to be its own book or a large chunk of another. And honestly a system to give a DM a way to have spell research/development could be really fun! You can do this currently in game but a guide to advise a DM on what spell level to assign as well as what spell list it could be applied to would be key. Given the development investment needed if they did do something like this it would probably be held for 6th edition.
If they changed level scaling so it wasn't so terrible to just use a lower level spell in a higher level slot, it wouldn't matter that there aren't all that many spells in one type.
The risk you run for just creating more spells is that you turn everything vanilla; you want different elements to actually feel different. Maybe create basic elemental effects and you design spells applying modifiers to those spells.
So what would you say about a 3rd level spell called Frost Nova, same range and AoE as Fireball, but it only did 5d6 or 6d6, and creatures that fail the save also have their movespeed reduced until the end of the caster's next turn?
So what would you say about a 3rd level spell called Frost Nova, same range and AoE as Fireball, but it only did 5d6 or 6d6, and creatures that fail the save also have their movespeed reduced until the end of the caster's next turn?
Sure? I mean, you could likely get sufficient variance out of a 'damage+rider' model. For example, we define basic effects
Acid: 1d8, +1d8 after one round. Dex save negates the second damage.
Cold: 2d6 and -10' move, or difficult terrain for area. Con save half damage and no move penalty.
Fire: 2d8, Dex save half.
Force: 2d6, Dex save half.
Lightning: 2d6 and cannot take reactions for one round, Dex save half damage and no other effects.
Necrotic: 2d6, Con save half.
Poison: 2d6 and Poisoned for one round, Con save half damage and no other effects.
Psychic: 2d6, Wisdom save half.
Radiant: 1d8 and Blinded for one round, Dex save half damage and no other effects.
Thunder: 2d6 and Deafened for one round, Con save half damage and no other effects.
Various powers do multiples of effect; for example, fireball type effects would do 3x basic effect.
I have found this book, that seems to take spells from previous editions and kinda transfer them over to 5th edition. Some of the wording is a little weird and some spells are crazy powerful. And it has some spells that do the whole arcane/divine thing, but it does have quite a few fun spells.
I've been plugging away with this in my spare time (what even is that?) and homebrewing some spells. A couple of them probably need nerfs. Here's the Ice ones:
Icicle Crash
Cantrip, melee
Create an icicle-like club, and use it to strike a creature in melee range. Make a melee weapon attack. On a hit, deal 1d10 Cold damage, and the target can’t make a reaction until the end of its next turn from the shock of the blow. Hit or miss, the club is destroyed.
<standard Cantrip scaling with level>
Rime Razor? Razor Rime? I'm undecided...
2 level, 60-foot range, line
Moisture in the air magically condenses to form a large, razor sharp snowflake of ice, which you hurl in a direction. Each creature, starting with the one closest to you, makes a Dex Save. On a success they avoid the razor and take no damage, moving onto the next creature. On a failed save, that creature takes 1d8 Slashing and 2d8 Cold damage. The second creature that fails it’s Dex Save takes 1d6 Slashing damage and 2d6 Cold damage, and so on, reducing the die size by 1 after each failed save. When a creature is struck for 1d4 Slashing and 2d4 Cold damage, the razor is destroyed and the spell ends.
At higher levels. When you cast this spell using a 3 level spells lot or higher, increase the Cold damage by 1d8 for each level above 2.
Frost Nova
3 level, 150-foot range, 20-foot sphere
You cause a freezing blast of air to strike down from above on target point. Creatures within 20 feet of that point must make a Dex save. On a failure, they take 5d6 Cold Damage and have their movespeed reduced by 10 feet until the end of your next turn, or half as much damage and no additional effect on a success.
At higher levels. When you cast this spell with a 4 level slot or higher, increase the Cold damage by 1d6 per level above 3.
Crevasse
4 level, Concentration for 1 minute, 60- foot range, 20-foot line
Select 2 points 20 feet apart within range. The ground beneath and between these points falls away, leaving an icy fissure 20 feet deep and 5 feet wide. Any creatures standing in the area must make a Dex save. On a success, they move aside to the nearest available space, while on a failure they instead fall into the crevasse. The crevasse and any space next to it is filled with a frigid mist, dealing 4d8 Cold damage to any creature that ends its turn there.
When the spell ends, the mist dissipates, but the fissure remains.
At higher levels. When you cast this spell using a 5 slot or higher, increase the Cold damage by 1d8 per level over 4 level. If you use a 7 level slot or higher, you may designate a second set of points, creating a second fissure.
Ice Box. A thought struck me on this one. My thought was to restrict this one to the melee spell warriors, like Eldritch Knight and Hexblade Warlock. But in perusing the Eldritch Knight's subclass, I was shocked to learn that they simply use the entire Wizard spell list (up to 4th level). So Wizards would have to be able to cast it, too, for the Eldritch Knight to be able to. Same would be true for Hexblade Warlocks and all other Warlocks. Not that normal Warlocks and normal Wizards would want to (outside of a Bladesinger, probably) in most scenarios, but... Yeah.
4 level, self, 35-foot cube, Concentration up to 1 minute
Jagged, icy crags erupt from the ground, creating an arena around you 15 feet high and 35 feet on a side. If those spaces are obstructed by terrain, the walls attach to that terrain. Creatures occupying those spaces are pushed to one side (their choice) and must make a Dex save. It takes 3d8 Cold damage on a failure, or half that much on a success.
The walls are divided into individual sections, each filling their space. Each section has an AC equal to your spell save DC, hitpoints equal to 3 times your spellcasting modifier, and is vulnerable to Fire damage. If a section is destroyed, a cold air continues to fill the space. Creatures who enter such a space for the first time on a turn, or start their turn there, must make a Con save, taking 2d8 Cold damage on a failure or half that much on a success.
Additionally, a creature that makes forced contact with the jagged interior side of the wall (such as being pushed by the Shove action or other forced movement) take 2d4 Cold damage.
At higher levels. When you cast this spell with a 5 level slot or higher, the initial damage and pass through damage are increased by 1d8 per level above 4.
Cryoprison
6th level, Concentration for 1 minute, 90 feet range, 30-foot cylinder 10 feet high
Target creature becomes entombed in ice for the duration. It is incapacitated, and has total cover from all other effects. Additionally, the space it occupies is impassable by any creature Large or smaller.
Alternatively, you may target yourself. When you do so, you have total cover from all effects, but cannot take any actions while the spell persists (other than dropping Concentration, ending the spell). Hostile creatures may target the ice surrounding you, damaging it. The ice has an AC equal to your spell save, and hitpoints equal to 5 times your spellcasting modifier. If the ice surrounding you is destroyed, the spell immediately ends.
Whether you target yourself or an enemy with this spell, cold radiates from the ice to fill a 30-foot cylinder to a height of 10 feet. Creatures that start their turn in this area take 10d6 Cold damage.
At higher levels. When you cast this spell using a 7 level slot or higher, increase the Cold damage by 1d6 per level above 6.
Glacier Crash
8 level, line of sight, 30-foot spheres, duration of 1 minute
You briefly rend a portal to the border region between the Planes of Elemental Air and Water, dragging through a large glacier or iceberg. The stresses of the journey cause it to shatter into 2d4 pieces that impact at points you choose within range. Creatures within a 30-foot sphere of a point you choose must make a Dex Save. A creature takes 4d10 Bludgeoning damage and 4d10 Cold damage on a failed save, or half as much on a success. A creature in the area of multiple impacts is only affected once. Additionally, the affected areas are heavily obscured and are difficult terrain for the duration.
At higher levels. When you cast this spell using a 9 level slot, increase the Bludgeoning damage by 1d10 and the Cold damage by 2d10.
No, because anything materially more useful is power creep and impacts the balance of the game. Additionally, there are classes that are materially hurt...badly...by the lack of variety. Dragon sorc is the easy example. Pick anything but a red or gold dragon sorc, and you are materially worse than reds or golds.
Any time an unfathomably powerful entity sweeps in and offers godlike rewards in return for just a few teensy favors, it’s a scam. Unless it’s me. I’d never lie to you, reader dearest.
Tasha
I think the main reason they dont release more spells is because of the PHB+1 issues for ADL.
Any time an unfathomably powerful entity sweeps in and offers godlike rewards in return for just a few teensy favors, it’s a scam. Unless it’s me. I’d never lie to you, reader dearest.
Tasha
You’re probably right, and that’s a shame. I’m pretty sure the statistics showed only a small percentage of people actually play AL.
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One of the main reasons I don't play AL is the restriction of PHB+1 :)
Both the local game shops within 50 miles gave up on AL because no one would show up to play in any of the games they tried to host. However, there are plenty of non-AL D&D games going on there on a regular basis. That is just around here though.
She/Her Player and Dungeon Master
Ultimately I think the first step to correcting this imbalance is to look at the elements themselves and try to identify a cohesive theme that each one embodies to build around. Some of them are obvious -- Radiant correlates directly to 'goodness', the Higher Planes, etc, while Psychic damage correlates with the mind, affecting it or interacting with it in some way.
Cold is also relatively easy. Across most fantasy settings, cold/ice magic is intertwined pretty significantly with effects that slow or root the target(s). Sometimes it creates terrain features, as well. Sometimes the terrain creates some other persistent effect, but not always. I've kinda had an idea cooking for a few days that I'm already starting to fall in love with, where you create a large razor sharp snowflake and throw it in a direction, damaging creatures in a line for both Slashing and Cold damage.
Thunder could be really easy, or really hard depending on how tightly you define it. I think it would be beneficial to consider any kind of sound based damage to be Thunder, not just the deep resonating kind of vibrations. This would include, for example, an effect you need to feed your Action into to maintain, that affects a small circle or cone area with high pitched shrieking or other shrill, grating noise meant force the affected individuals to cover their ears or take small ongoing damage. Or, playing off of resonant frequencies, you have to maintain Concentration and stay within a certain distance of a target for so many rounds, but if you do the target is immediately incapacitated or the object is immediately pulverized.
Poison is kinda all in the name. Poison spells should all be effects that are toxic, and should have prevalent secondary effects. I'd imagine that the up front damage from Poison spells should be pretty minor, in favor of ongoing damage effects. I'm not sure how heavily Poison damage spells should lean on the Poisoned condition, though.
Acid damage should probably also be more focused on over-time damage rather than upfront. But I also feel that Acid spells should interact with objects and equipment fairly prominently. A sticky spray that adheres to clothing or armor, and emits a gas that burns flesh, for example. Or, go even deeper into the theme that [Tooltip Not Found] suggests, but if the target doesn't scrape away the acid within the first 3(?) turns, their AC is reduced by 1 permanently.
I don't think that's a fair interpretation. I think it's more like: Everyone would like new spells with original uses and to beef up certain damage types. Some people think reskinning spells is a good idea to make specific element themes more competitive. Some people don't want to see everything get homogenized.
its good they haven't added tons and tons of spells into the game. It does get overwhelming.
its annoying, as an example I have been playing for a year now a Sorceress Divine soul of Auril, so cold is a big theme for me and i struggled to get a lot of cold dmg spells.
Something else that is important to note is Monster Resistances and immunity. I would like to see that data spliced with spells too to see the difference.
Eldritch Blast is such an Amazing cantrip not only because of the madness you can do with it but because it is some of the few spells that is Force Dmg.
There is hardly any monster with resistance to force or down right immunity to it.. even tiamat (horde of the dragon queen) is not immune or resistant.
There are no creatures at all with resistance to Force, and only one creature in the MM with immunity to Force damage, the Helmed Horror.
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I think the easy solution is to allow changing damage type not on the fly but only when the spell is learned. There would need to be a few caveats though eg element to element only and if you want to change an element to exotic damage type the spell is treated 1 spell level higher. For example that would mean a force ball would be a 4th level spell instead of a 3rd level spell.
I am also of the opinion damage type themed characters should have access to a feat or class feature that allows you to ignore resistance and treat immunity as resistance. There is a feat to ignore resistance currently but it does nothing for immunity.
The only issue with the idea of switching elements of existing spells is they often have secondary effects, like Fireball setting things on fire, that don't translate well. In my opinion that is one of the biggest draw backs of just reskinning the existing spells.
She/Her Player and Dungeon Master
I think that any rules regarding changing a spell's damage type should be limited to the damage types that Chromatic Orb has. Letting someone choose Radiant, Necrotic, Psychic, or Force damage would be more problematic.
Find your own truth, choose your enemies carefully, and never deal with a dragon.
"Canon" is what's factual to D&D lore. "Cannon" is what you're going to be shot with if you keep getting the word wrong.
If they changed level scaling so it wasn't so terrible to just use a lower level spell in a higher level slot, it wouldn't matter that there aren't all that many spells in one type.
The risk you run for just creating more spells is that you turn everything vanilla; you want different elements to actually feel different. Maybe create basic elemental effects and you design spells applying modifiers to those spells.
let me preface this by saying this was not a good system in execution but its premise is solid.
Perhaps a modular spell creation system like they did with words of power in pathfinder could be a good solution. It most likely would need to be its own book or a large chunk of another. And honestly a system to give a DM a way to have spell research/development could be really fun! You can do this currently in game but a guide to advise a DM on what spell level to assign as well as what spell list it could be applied to would be key. Given the development investment needed if they did do something like this it would probably be held for 6th edition.
So what would you say about a 3rd level spell called Frost Nova, same range and AoE as Fireball, but it only did 5d6 or 6d6, and creatures that fail the save also have their movespeed reduced until the end of the caster's next turn?
Sure? I mean, you could likely get sufficient variance out of a 'damage+rider' model. For example, we define basic effects
Various powers do multiples of effect; for example, fireball type effects would do 3x basic effect.
well i see all the arguments and in all honesty its hard, we just need more spells of the other types...
What we need is the Encyclopedia Magica (Vol1-4) but for spells updated to 5th edition.
Encyclopedia of Spells multi volume goodness.
I have found this book, that seems to take spells from previous editions and kinda transfer them over to 5th edition. Some of the wording is a little weird and some spells are crazy powerful. And it has some spells that do the whole arcane/divine thing, but it does have quite a few fun spells.
https://kupdf.net/download/book-of-lost-spells-necromancer-games_59b9466708bbc5ec30894cae_pdf
When the DM smiles, it is already to late.
I've been plugging away with this in my spare time (what even is that?) and homebrewing some spells. A couple of them probably need nerfs. Here's the Ice ones:
Icicle Crash
Cantrip, melee
Create an icicle-like club, and use it to strike a creature in melee range. Make a melee weapon attack. On a hit, deal 1d10 Cold damage, and the target can’t make a reaction until the end of its next turn from the shock of the blow. Hit or miss, the club is destroyed.
<standard Cantrip scaling with level>
Rime Razor? Razor Rime? I'm undecided...
2 level, 60-foot range, line
Moisture in the air magically condenses to form a large, razor sharp snowflake of ice, which you hurl in a direction. Each creature, starting with the one closest to you, makes a Dex Save. On a success they avoid the razor and take no damage, moving onto the next creature. On a failed save, that creature takes 1d8 Slashing and 2d8 Cold damage. The second creature that fails it’s Dex Save takes 1d6 Slashing damage and 2d6 Cold damage, and so on, reducing the die size by 1 after each failed save. When a creature is struck for 1d4 Slashing and 2d4 Cold damage, the razor is destroyed and the spell ends.
At higher levels. When you cast this spell using a 3 level spells lot or higher, increase the Cold damage by 1d8 for each level above 2.
Frost Nova
3 level, 150-foot range, 20-foot sphere
You cause a freezing blast of air to strike down from above on target point. Creatures within 20 feet of that point must make a Dex save. On a failure, they take 5d6 Cold Damage and have their movespeed reduced by 10 feet until the end of your next turn, or half as much damage and no additional effect on a success.
At higher levels. When you cast this spell with a 4 level slot or higher, increase the Cold damage by 1d6 per level above 3.
Crevasse
4 level, Concentration for 1 minute, 60- foot range, 20-foot line
Select 2 points 20 feet apart within range. The ground beneath and between these points falls away, leaving an icy fissure 20 feet deep and 5 feet wide. Any creatures standing in the area must make a Dex save. On a success, they move aside to the nearest available space, while on a failure they instead fall into the crevasse. The crevasse and any space next to it is filled with a frigid mist, dealing 4d8 Cold damage to any creature that ends its turn there.
When the spell ends, the mist dissipates, but the fissure remains.
At higher levels. When you cast this spell using a 5 slot or higher, increase the Cold damage by 1d8 per level over 4 level. If you use a 7 level slot or higher, you may designate a second set of points, creating a second fissure.
Ice Box. A thought struck me on this one. My thought was to restrict this one to the melee spell warriors, like Eldritch Knight and Hexblade Warlock. But in perusing the Eldritch Knight's subclass, I was shocked to learn that they simply use the entire Wizard spell list (up to 4th level). So Wizards would have to be able to cast it, too, for the Eldritch Knight to be able to. Same would be true for Hexblade Warlocks and all other Warlocks. Not that normal Warlocks and normal Wizards would want to (outside of a Bladesinger, probably) in most scenarios, but... Yeah.
4 level, self, 35-foot cube, Concentration up to 1 minute
Jagged, icy crags erupt from the ground, creating an arena around you 15 feet high and 35 feet on a side. If those spaces are obstructed by terrain, the walls attach to that terrain. Creatures occupying those spaces are pushed to one side (their choice) and must make a Dex save. It takes 3d8 Cold damage on a failure, or half that much on a success.
The walls are divided into individual sections, each filling their space. Each section has an AC equal to your spell save DC, hitpoints equal to 3 times your spellcasting modifier, and is vulnerable to Fire damage. If a section is destroyed, a cold air continues to fill the space. Creatures who enter such a space for the first time on a turn, or start their turn there, must make a Con save, taking 2d8 Cold damage on a failure or half that much on a success.
Additionally, a creature that makes forced contact with the jagged interior side of the wall (such as being pushed by the Shove action or other forced movement) take 2d4 Cold damage.
At higher levels. When you cast this spell with a 5 level slot or higher, the initial damage and pass through damage are increased by 1d8 per level above 4.
Cryoprison
6th level, Concentration for 1 minute, 90 feet range, 30-foot cylinder 10 feet high
Target creature becomes entombed in ice for the duration. It is incapacitated, and has total cover from all other effects. Additionally, the space it occupies is impassable by any creature Large or smaller.
Alternatively, you may target yourself. When you do so, you have total cover from all effects, but cannot take any actions while the spell persists (other than dropping Concentration, ending the spell). Hostile creatures may target the ice surrounding you, damaging it. The ice has an AC equal to your spell save, and hitpoints equal to 5 times your spellcasting modifier. If the ice surrounding you is destroyed, the spell immediately ends.
Whether you target yourself or an enemy with this spell, cold radiates from the ice to fill a 30-foot cylinder to a height of 10 feet. Creatures that start their turn in this area take 10d6 Cold damage.
At higher levels. When you cast this spell using a 7 level slot or higher, increase the Cold damage by 1d6 per level above 6.
Glacier Crash
8 level, line of sight, 30-foot spheres, duration of 1 minute
You briefly rend a portal to the border region between the Planes of Elemental Air and Water, dragging through a large glacier or iceberg. The stresses of the journey cause it to shatter into 2d4 pieces that impact at points you choose within range. Creatures within a 30-foot sphere of a point you choose must make a Dex Save. A creature takes 4d10 Bludgeoning damage and 4d10 Cold damage on a failed save, or half as much on a success. A creature in the area of multiple impacts is only affected once. Additionally, the affected areas are heavily obscured and are difficult terrain for the duration.
At higher levels. When you cast this spell using a 9 level slot, increase the Bludgeoning damage by 1d10 and the Cold damage by 2d10.