Level
3rd
Casting Time
1 Action
Range/Area
120 ft.
Components
V, S
Duration
Concentration 1 Minute
School
Transmutation
Attack/Save
DEX Save
Damage/Effect
Cold (...)

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.

Available For: Druid (Legacy)

Hesbravelwt

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