Level
9th
Casting Time
1 Action
Range/Area
Self
Components
V, S
Duration
Concentration
10 Minutes
School
Transmutation
Attack/Save
DEX Save
Damage/Effect
Fire (...)
Until the spell ends, Until the spell ends, your body is enveloped by bits of rock, flames, ice, and wind. The flames do not harm you, and shed bright light in a 30 ft. radius and dim light for an additional 30 ft. you gain the following benefits:
- You have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks, immunity to fire and cold damage.
- Ranged weapon attacks made against you have disadvantage on the attack roll.
- You gain a flying speed of 60 feet. If you are still flying when the spell ends, you fall, unless you can somehow prevent it.
- The ground in a 10-foot radius around you is icy and is difficult terrain for creatures other than you. The radius moves with you.
- You can move across difficult terrain made of ice, snow, earth, or stone without spending extra movement. You can move through solid earth or stone as if it was air and without destabilizing it, but you can’t end your movement there. If you do so, you are ejected to the nearest unoccupied space, this spell ends, and you are stunned until the end of your next turn.
- Any creature that moves within 5 feet of you for the first time on a turn or ends its turn there takes 3d10 fire damage.
Additionally, until the spell ends, you may use your action to do one of the following: - You create a small earthquake on the ground in a 15-foot radius centered on you. Other creatures on that ground must succeed on a Dexterity saving throw or be knocked prone.
- You create a 15-foot cube of swirling wind centered on a point you can see within 60 feet of you. Each creature in that area must make a Constitution saving throw. A creature takes 4d10 bludgeoning damage on a failed save, or half as much damage on a successful one. If a Large or smaller creature fails the save, that creature is also pushed up to 10 feet away from the center of the cube.
- You create a 15-foot cone of freezing wind extending from your outstretched hand in a direction you choose. Each creature in the cone must make a Constitution saving throw. A creature takes 6d6 cold damage on a failed save, or half as much damage on a successful one. A creature that fails its save against this effect has its speed halved until the start of your next turn.
- You create a line of fire 15 feet long and 5 feet wide extending from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 6d8 fire damage on a failed save, or half as much damage on a successful one.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
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9/23/2025 8:13:51 PM
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7
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2
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1
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Coming Soon
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