Level
2nd
Casting Time
1 Action
Range/Area
90 ft.
Components
S, M *
Duration
Instantaneous
School
Evocation
Attack/Save
DEX Save
Damage/Effect

Ice coalesces in a 10ft cube within range.  Each creature in the area must succeed on a dexterity saving throw or take 2d6 cold damage and become restrained by ice. On a successful save the target takes half damage and is not restrained. 

If a creature starts their turn restrained by ice they take 1d6 cold damage. A creature may use their action to attempt to to escape and reattempt their saving throw. 

The area in which the spell is cast becomes difficult terrain. A creature may choose to use their full speed to traverse it, but must succeed on an acrobatics check against the spell DC to do so. On a failure the creature falls prone.

* - (a shard of ice)

Available For: Druid Ranger Wizard Artificer

starnoirs

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