**Winter Light Ascendant (Wintaria)**
*9th-level evocation*
**Prerequisite:** You must be attuned to Wintaria, the Ring of Winter Light.
To trigger the spell say: "Winters Might!"
You channel the complete power of Wintaria, becoming an avatar of winter, radiant light, and supernatural dominion. White-gold light erupts from the ring while crystalline frost and spectral energy envelop you.
**Custom Save DC:** 44
Whenever this spell calls for a saving throw, use the Custom Save DC written above instead of your normal spell save DC.
**Ascendant Form.** For the duration, you gain a flying speed of 150 feet, resistance to cold, fire, lightning, necrotic, and radiant damage, and advantage on Wisdom saving throws. You emit bright light in a 90-foot radius and dim light for an additional 90 feet. You can see invisible creatures within 140 feet.
**Winter's Wrath.** Once on each of your turns, when you hit a creature with a weapon attack, you can deal an additional 6d12 cold damage and 6d12 radiant damage to that creature.
**Wraith Step.** Once on each of your turns, you can teleport up to 140 feet to an unoccupied space you can see without using an action.
**Protective Radiance.** At the start of each of your turns, friendly creatures of your choice within 90 feet gain temporary hit points equal to your proficiency bonus + your Charisma modifier, with a minimum of 1 temporary hit point.
**Frozen Dominion.** When a hostile creature of your choice starts its turn within 90 feet of you, it must make a Constitution saving throw against your Custom Save DC. On a failure, its speed becomes 0 until the start of its next turn. On a success, it is immune to this effect for the remainder of the spell.
**Master of Winter Light.** You can use an action to unleash a 90-foot-radius burst of winter light centered on yourself. Each hostile creature in the area must make a Constitution saving throw against your Custom Save DC. On a failure, a creature takes 8d12 cold damage and 8d12 radiant damage and has its speed reduced to 0 until the start of your next turn. On a success, it takes half damage and suffers no speed reduction. Once you use this property, you cannot use it again until the next dawn.
**Worldwalking.** Once during the spell's duration, you can teleport yourself and up to eight willing creatures within 40 feet of you to a location you know on the same plane of existence. The destination must be a place you can visualize or describe, and the DM determines whether the destination is sufficiently familiar. This property does allow travel to another plane.
**The Ring's Protection.** You have advantage on saving throws against being charmed or frightened while the spell lasts.
**Ending the Spell.** The spell ends when its duration expires or your concentration ends. All benefits granted by the spell then cease.
* - (Wintaria The Ring of Winter Light)Previous Versions
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