Level
Cantrip
Casting Time
1 Action
Range/Area
30 ft.
Components
S, M *
Duration
Instantaneous
School
Evocation
Attack/Save
None
Damage/Effect

You raise both of your arms upwards, snowflakes scattering from your hands. A pillar of ice ten feet high appears in a space you can see within range. 

If it is under your feet, you are launched ten feet in the air from the top of the pillar.  You do not take fall damage if you use it in this method, and it does not provoke opportunity attacks. If summoned under a target, the target must succeed on a dexterity saving throw equal to your spell save or be launched into the air by the pillar, taking 1d8 force damage and 1d6 fall damage on the way down. 

If used to lessen fall damage or as a landing perch, you must make a DC 14 (minus your spell modifier) Dexterity save or take full damage anyway, slipping off. 

It cannot be used over water deeper than ten feet, and can be split into halves of 5 feet in different locations. You may also increase the length of the pillars in all. They can be split into as many as you need as long as you have enough feet left. 

Pillars summoned in front of the caster also count as half cover.

 At Higher Levels: The damage increases by 1d8 when you reach certain levels, and the number of feet worth of ice also increases: 5th level (2d8) and 20 feet, 11th level (3d8) and 30 feet, and 17th level (4d8) and 40 feet.

* - ((a teaspoon of water or a shard of glass))

Available For: Druid (Legacy) Sorcerer (Legacy) Wizard (Legacy) Fighter (Legacy) - Eldritch Knight (Legacy)

Johnishot911

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