Centered around a point of your choosing within the range, you create an area of absolute zero temperature ice. The cylindrical area has a diameter of 100 ft and is 200 ft high. Resistance to Cold is ignored.
Each creature within the target area must make a Dexterity saving throw. A creature takes 10d10 cold damage on a failed saving throw and is trapped in ice (Petrified), and half as much damage on a successful one. On a successful saving throw, all targets roll a d4; unless a 1, all are frozen regardless. Those trapped in ice will receive additional 1d6 cold damage over 10 rounds.
The ice will melt automatically after two days, leaving the trapped with Exhaustion Level 3. However, if the caster decides to shatter the ice instead, the trapped targets will have to make a Constitution saving throw with a +2 malus. If it fails, the shattering deals 10d12 Thunder damage, or half as much damage on a successful one.
* - (If not aiming line of sight: A piece of quartz crystal and a rudimentary map of the target area, which the spell consumes.)Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
8/8/2024 4:39:43 PM
|
12
|
1
|
1
|
Coming Soon
|
|
|
8/4/2026 8:21:21 PM
|
50
|
2
|
--
|
Coming Soon
|
Comments