Level
5th
Casting Time
1 Action
Range/Area
Self
Components
V, S, M *
Duration
Special 1 Minute
School
Transmutation
Attack/Save
None
Damage/Effect

You drop the material component for this spell to the ground at your feet and the ground ices over and freezes, chills with permafrost and bursts with an uprising of icicles in a thirty-foot radius around you. The area does not move with you. This spell lasts for the duration. While you concentrate on this spell, you and creatures you choose are immune to all effects of the spell, aside from the visual cover created by the ice. If you lose concentration, you lose this benefit.

The area of the spell is considered difficult terrain for the duration and creatures within the radius have half cover against any non-adjacent spaces.

Other creatures within the radius when the spell is cast, creatures entering the radius, or creatures which begin their turns within the radius, must make a Constitution saving throw or suffer 3d6 cold damage.

Creatures of size category Large or smaller which end their turns within the radius must make a Strength saving throw or begin freezing. Freezing creatures automatically fail the Constitution saving throw to resist the damage and must use their action to make a (Strength) Athletics check or (Dexterity) Acrobatics check to resist freezing further for that turn. Another creature may also use an action to make a (Strength) Athletics check to shake a freezing creature it can see within five feet so that it does not freeze further for that turn.

After freezing for three turns (these turns do not have to be consecutive), an affected creature is fully petrified in ice, with all the usual effects of petrification, but not the resistance to all damage. While petrified, the creature suffers 3d6 bludgeoning damage in addition to the 3d6 cold damage at the start of each subsequent turn.

When the spell ends, the ice shatters and melts and all creatures even partially frozen must make a Strength saving throw. On a success, a creature is harmlessly thawed in the nearest safe space, having managed to escape the icy tomb faster than the shards could pelt it. On a failure, the creature moves too slow to evade the crashing ice chunks, takes 3d6 bludgeoning damage, and is thawed in the nearest safe space.

* - (a piece of blue quartz worth 500 gp, which the spell consumes.)

Available For: Bard (Legacy) Druid (Legacy) Ranger (Legacy) Sorcerer (Legacy) Warlock (Legacy) Wizard (Legacy)

Little_Raven

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