choose a spot you can see within in range on a solid surface or building, you cause one of the following instantaneous effects to occur centering at the chosen spot.
Boom: This use of Cryoseism is completed with a reaction at any point before your next turn, You cause water in the surface or building to freeze, expanding and creating a loud booming noise that can be heard for some distance. Any casters actively casting or concentrating on a spell within 10' of your chosen spot must make a concentration check (DC is your casting DC) or lose concentration on the spell, slots are still expended but no effects occur or they are ended. At 11th level checks are made with disadvantage.
Shift: You cause water around your chosen point to flash freeze, rapidly moving the ground in a 10' sphere up or down. This kills any vegetation growing in the area and any creatures in this area must make an acrobatics check (DC is your caster DC) or fall prone, at 11th level this check is made with disadvantage.
Crunch: You cause the water under your chosen spot to rapidly freeze, dealing 1d10 cold damage to the 5' square your chosen point is located. This may break a hole in a stone wall or damage a larger structure or a creature burrowing in the ground at the location, this damage isn't reduced by cold resistance when dealing damage to structures and increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10)
This spell is only effective when it's not already freezing, and works best in areas where it doesn't freeze at all. Only Crunch may be cast as a ritual but it's range is increased to any point you can see during the entire ritual.
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Posted Jun 19, 2018The Shift use, while stating up and down movement is minor, and doesn't actually raise or lower the squares in the sphere on a battle map/grid, but is intended for flavor to why it's causing plants to die and players to fall prone.