Level
7th
Casting Time
1 Action
Range/Area
120 ft. (20 ft. *)
Components
V, S, M *
Duration
Concentration 1 Minute
School
Conjuration
Attack/Save
CON Save
Damage/Effect
Cold (...)

You hold out the frozen drop of holy water in front of you, which then gently shatters into countless miniscule flecks of glimmering ice that scatter and fill a 20-foot-radius, 40-foot-high cylinder within range. When the spell ends, either because your concentration is broken or because you decide to end it, the flecks of ice rapidly coalesce into an icy implosion that coats all surfaces and objects within the cylinder in a thick layer of jagged ice crystals.

The spell's base damage is 10d8. If, at the end of your turn, the flecks of ice still remain suspended in the air, the damage increases by 1d8. Each creature within the cylinder when the snap freeze occurs must make a Constitution saving throw. A creature takes cold damage equal to the total accumulated damage on a failed save, or half as much damage on a successful one. A creature that is reduced to 0 hit points is completely frozen, and a creature that fails this save by 5 or more is entombed in ice, becoming restrained and incapacitated, and gaining resistance to all damage. An entombed creature can repeat the saving throw at the end of each of its turns, breaking free from the ice on a successful save.

The ice on surfaces and objects acts as nonmagical difficult terrain, and persists for 10 minutes or until it is subjected to fire damage. Ice on creatures persists for 1 minute, until the creature breaks free, or until the creature is subjected to fire damage.

At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the base damage increases by 1d8 for each slot level above 7th.

* - (a droplet of frozen holy water, which the spell consumes)

Spell Tags: Damage Control

Available For: Cleric (Legacy) Sorcerer (Legacy) Wizard (Legacy)

Devotication

Comments

Posts Quoted:
Reply
Clear All Quotes