You are alone amongst the frost and frigid cold. You try to hide who you are. What you are. Inevitably, you are seen. You cannot deceive the spires of ice that ensnare and enrapture the mind. Gaze into them, peasant. Behold the nothingness of your being transferred into the nothingness of your immutable demise. Projecting outwards from your dominant eye is an illusory tower of ice. A sky blue glacier, utterly translucent and mesmerizing stretching into a 30-foot pyramid within range.
Each creature in the area who sees the Glaciap Pyramid must make a Charisma saving throw. On a failed save, the creature becomes charmed for the duration. While charmed by this spell, the creature is incapacitated and has a speed of 0.
On the following turn, you may use your action, forgoing your bonus action and reaction for the remainder of the round, you are able to cast the second phase of Glacial Gaze:
At first it is a small feeling. An itch behind the eye. Slight but present. Then your breath begins to chill upon the wind. A wind too warm to produce such a frosted plume. The itch demands attention now. Relief is nowhere to be found. Clawing at your eyes— agony begins to take hold.
Tears well up as you realize that you can no longer remember what it was like before the itch. You just want the suffering to end. You don't care how but it MUST end. Finally, a brief moment of silence rolls over your mind. A spike of sub zero psycho-kinetic power pierces through the minds of those caught within the Glacial Gaze.
Each creature within the radius of the Pyramid/Glacier takes 8d6 cold damage on a failed Intelligence save, or half as much damage on a successful one. If the target is charmed by the caster then they automatically fail their roll. If the target is not charmed then the damage type changes to 8d6 psychic damage, proceed with the roll as usual.
* - (a glowing stick of incense or a crystal vial filled with phosphorescent material)
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