Level
4th
Casting Time
1 Action
Range/Area
120 ft. (30 ft. *)
Components
V, S *
Duration
Concentration
School
Evocation
Attack/Save
CON Save
Damage/Effect
Cold (...)

You gather the escaping unusable energy (Entropy) from a perimeter and transfer it to another.

You designate two 30-foot-radius cube areas. The first area you select loses it entropic energy and gets cold, the second area you selected fills with entropic energy.

When the spell takes effect, each creature within any of these areas must make a Constitution saving throw. On a failed save, a creature takes 5d8 cold or force damage depending on the which area they stand, or half as much damage on a successful save. A creature takes the same damage when it enters any of the areas for the first time on a turn or ends its turn there.

If selected areas overlap, they equalise their entropic energy and do not cause any damage to a creature inside of the overlap.

The areas are invisible to regular sight but can be detected by other means.

The caster can move one of these areas 30ft with an action.

* - (a tiny ball of bat guano and sulfur)

Spell Tags: Damage

Available For: Sorcerer (Legacy) Wizard (Legacy)

dorathir