You create an intense snowstorm in a 30-ft. radius, 60-ft. high cylinder originating from a point within range. A chilling wind blows circulates through the area, creating difficult terrain. Creatures within the area have disadvantage on Wisdom (Perception) checks made to listen. The falling snow causes the area to be heavily obscured. A creature fully within the area that ends its turn there must succeed on a Dexterity saving throw or be blinded until the end of its next turn, even if the creature leaves the area. Creatures moving through the area must spend 1 extra foot of movement for every foot moved, in addition to the difficult terrain and normal movement.
A creature that enters the area for the first time or starts its turn there takes 7 (2d6) cold damage.
The whole area radiates extreme cold (see Dungeon Master's Guide). Ranged attacks that pass through the area have disadvantage.
Haphazardly spiraling wind forces flying creatures in the area to make a Strength saving throw. On a failed save, the creature is blown about, and is pushed 10 ft. in a random direction. The creature must then make a Dexterity saving throw or fall prone.
At Higher Levels. When you cast this spell using a 3rd-level spell slot or higher, the cold damage increases by 1d6 for each spell slot level above 2nd. When you cast this spell using a 4th-level spell slot or higher, the radius increases by 10 ft. for every two spell slot levels above 2nd.
* - (a pinch of chilled grit)







Comments