You summon a cloud of shards of cosmic ice at a target of your choice that you can see within range. The target must make a Constitution saving throw. On a failed save, the target takes 6d6 cold damage, and is encapsulated in a layer of ice for a number of rounds equal to your spellcasting modifier, with a minimum of 1. While frozen in this way, the target is considered Paralyzed, and is vulnerable to Bludgeoning damage.If the target is reduced to 0 hit points while under this effect, the target and any non-magical items they are wearing shatter. On a successful save, the target takes half as much damage, and its Speed is halved until the start of your next turn. If the target of the spell is resistant to Cold damage, it makes this saving throw with Advantage. If the the target of the spell is immune to Cold damage, the spell has no effect. Aquatic creatures and Oozes have disadvantage on this saving throw.
At the end of each of its turns, the target can make a Strength saving throw to attempt to break free of the ice, or take cumulative 1d6 cold damage per round, i.e. 1d6 after the first round, 2d6 after the second round, etc.
At Higher Levels: When you cast this spell using a spell slot of 4th Level or higher, the base damage increases by 1d6 for each slot level above 4rd.
* - (3 pieces of amethyst)Previous Versions
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11/19/2020 11:47:35 PM
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