Level
4th
Casting Time
1 Action
Range/Area
Touch
Components
V, S, M *
Duration
Concentration 10 Minutes
School
Transmutation
Attack/Save
None
Damage/Effect

White Death Matrix. When the caster casts this spell and chooses none of the effects listed below, this effect activates. The caster can choose to dismiss the effect or the effect can be reset if it is recast, or made the target of Dispel Magic (the creature casting Dispel Magic must know that this effect is active to dispel it). In the event the caster dies, they explode dealing 10d10 Cold damage to creatures surrounding them in a 60ft radius. After every 25 days, add 1d10. The caster can designate any number of creatures in range, who do not take the damage. For every higher level, increase range by 10ft and damage by 1d6. Resetting the effect removes the additional damage dice.

 

When this spell is cast at the 4th level, the caster can choose one of the following effects. Each effect lasts for 10 minutes and requires concentration. At higher levels, they can choose one additional effect for each higher level of spell slot expended:

Aerial Adaptation. A coat of magic covers the caster, allowing them to resist effects of wind. The caster is resistant to any damage caused by the effects of wind along with having advantage to resist other non-damaging effects; and if the caster has a flight speed, it is able to increase it by half. Since the caster ignores air resistance, their fall damage dice changes to 1d10 while under this effect.

Visual Adaptation. The caster gains 60ft of Blindsight and 120ft of Darkvision.

Breath Weapon. The caster gains the breath weapon of an Adult White Dragon.

Icy Cover. Freezing fog fills a 20-foot-radius sphere centered on a point the caster can see within 120 feet. The fog spreads around corners, and its area is heavily obscured for all other creatures. Each creature, in the fog must make a DC 10 Constitution saving throw, taking 3d6 cold damage on a failed save, or half as much damage on a successful one. A creature that ends its turn in the fog takes 3d6 cold damage. A wind of at least 20 miles per hour disperses the fog. For every higher level, increase the cold damage by 2d6 and radius by 5.

Cold Absorption. The caster has resistance to cold damage. If they already have damage resistance to cold from another source, they gain immunity to cold damage. If they already have immunity to cold damage from another source, they regain hit points equal to half of any cold damage you are dealt. 

Frosty Bite. Create up to 8 icy whips that deal a combined total of 8d6 cold damage (1d6 per whip). When the caster takes the attack action, make a ranged spell attack for each target within 30ft and choose a number of whips to attack it with. Each whip can only hit one target, restraining it if it fails a Strength saving throw. Each additional whip restraining the target increases the DC by 1. If a whip is restraining a target, the caster can choose to continue restraining the target and deal 1d6 cold damage, or attack a different target. The target can make the Strength save again before taking damage. Create 2 additional whips for every spell slot above Level 4. For every 4 whips not being used, the caster gains a climb speed of 10 feet.

* - (Material from an Adult White Dragon they killed, fed to the Chromatic Dragon Conduit during Attunement)

Available For: Wizard (Legacy)

__Ice__

Comments

Posts Quoted:
Reply
Clear All Quotes