Level
3rd
Casting Time
1 Action
Range/Area
60 ft. (5 ft. )
Components
S
Duration
Concentration 1 Minute
School
Conjuration
Attack/Save
CON Save
Damage/Effect
Cold

You conjure chilling mist in a 5-foot-radius sphere centered on a point you choose within range.  The mist spreads around corners.  It lasts for the duration or until strong wind disperses the mist, ending the spell.  Its area is heavily obscured. 

When a creature enters the spell's area for the first time on a turn or starts its turn there, that creature must make a Constitution saving throw.  On a failed save, the creature takes 2d6 cold damage, has its speed halved until the start of its next turn, and suffers an Intelligence penalty (see below).  On a successful save, it takes half as much damage and suffers no other effects.  Creatures are affected even if they hold their breath or don't need to breathe. 

On a failed save, the target also has its Intelligence score reduced by 1d4.  The target dies if this reduces its Intelligence to 0.  Otherwise, the reduction lasts until the target finishes a short or long rest.  While the target has its Intelligence score reduced by this spell, it has a hard time forming sounds: it can only attempt to talk or vocalize once per round and, to do so, must succeed on a Constitution saving throw with a penalty equal to the total reduction to its Intelligence score. 

You can use your action to move the mist up to half your speed, as long as the center of the area remains within the spell's range. 

At Higher Levels.  When you cast this spell using a spell slot of 4th level or higher, the damage increases by 2d6 and the Intelligence penalty increases by 1, both for each slot level above 3rd. 

Spell Tags: Damage Debuff Combat

Available For: Sorcerer (Legacy) Warlock (Legacy) Wizard (Legacy)

Matthias_von_Schwarzwald

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