You cause moisture in the air to condense into up to 2 icy pillars within range. Each pillar is a cylinder that has a diameter of 5 feet and a height of up to 15 feet, and they are conjured floating 15 feet above the ground.
At the start of your next turn, the pillars fall to the ground. If a pillar falls onto a creature of size Medium or smaller, that creature must make a Dexterity saving throw. On a failed save, a creature takes 2d6 cold damage and 2d6 bludgeoning damage, and is restrained, pinched between the pillar and the ground. On a successful save, a creature takes half as much damage and must then move 5 feet in any direction. If the creature cannot move or chooses not to, they automatically fail the save. A restrained creature can use an action to make a Strength or Dexterity check (the creature's choice) against the spell's saving throw DC. On a success, the creature is no longer restrained and must move out from under the pillar.
Once the pillars fall, you can use your bonus action to cause one or more of the pillars to shatter. Each creature within 5 feet of the shattered pillar must make a Dexterity saving throw, taking 2d6 cold damage and 2d6 bludgeoning damage on a failed save, or half as much damage on a successful one. If a creature was being restrained by the pillar when it shattered, they are no longer restrained.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you create three pillars. With a spell slot of 7th level or higher, you create four pillars. With a 9th level spell slot, you create five pillars.
You would think it would do more damage and be higher level for a giant ice pillar falling onto your head, but it must be thin ice!
That's pretty good damage I rhink
I mean if you have a safe way to get off you could cast it under yourself or an ally for a free 30ft boost into the air for 10 rounds.
It seems a bit low to me actually, I think they've balanced it on the basis that it's 8d6 total, so the same as a fireball, but that damage is a lot less certain as you have to position the pillar and hope that the enemy is either still under it when it drops, or nearby when it shatters. The potential utility of summoning a floating pillar under yourself is interesting, but it does seem like it's quite difficult to deliver the full damage.
Personally I'd maybe rework this by ditching the secondary shatter effect, up the initial damage, and have a bonus action to either move one or more pillars, or drop one or more pillars (so they no longer drop automatically). This would then still be a delayed damage threat/trap spell, but a bit more flexible if a combo attack fails to keep enemies in position (or is harder to setup than expected). I do really like the idea of the spell though.
Druid only? Sad.