Spell Catalog · Water-Rifting

Frost

Level 2 Water cold
Casting Time
1 action
Duration
Instantaneous
Range
Medium · 60 feet
Components
V · S
Saving Throw
CON · Half damage and speed not halved.

The temperature in a 15-foot cube you choose within range drops in an instant. Each creature in the cube makes a Constitution saving throw, taking 4d6 cold damage on a failed save or half as much on a successful one. On a failed save a creature's speed is also halved until the end of its next turn. Standing water in the area freezes into a thin sheet that is difficult terrain for 1 round.

At Higher Levels

Slot Effect
3th · 5d6 The damage increases to 5d6.
4th · 6d6 The damage increases to 6d6.
5th · 7d6 The damage increases to 7d6.
6th · 8d6 The damage increases to 8d6.
7th · 9d6 The damage increases to 9d6.
8th · 10d6 The damage increases to 10d6.
9th · 11d6 The damage increases to 11d6.

The frost line

A line opens low and forks. Where you go from here depends on what you took to get here.

  1. cant Chill
  2. L1 Icicle you came from here
  3. L1 Rime (terrain)
  4. L2 Frost
  5. L3 Hail (area)
  6. L3 Harpoon
  7. L4 Freeze (binding)
  8. L4 Wall of Ice (barrier)
  9. L5 Floe (bearing)
  10. L6 Blizzard
  11. L7 Glacier
  12. L7 Permafrost (area)

Branches from here: Hail , Freeze , Wall of Ice

Role

  • damage
  • control

Class Access