A large shard of ice falls from the sky and shatters into clusters which land at three points you choose within range. Each creature in a 5-foot-radius sphere centered on those points must make a Dexterity saving throw. Each cluster deals 4d6 cold damage to a creature on a failed save, or half as much damage on a successful one. If a creature is in the area of multiple clusters, it automatically succeeds any Dexterity saving throw after the first.
Slippery ice covers the area that is effected by a cluster. The ice is difficult terrain. When the ice appears, each creature standing in its area that failed their Dexterity saving throw falls prone. When a creature moves on the ice for the first time on a turn they must also succeed on a Dexterity saving throw or fall prone. The ice disappears at the end of your next turn.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.
* - (an aquamarine gem and a drop of water)Previous Versions
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1/23/2024 12:15:39 PM
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