Arctic Tempest (5e Spell)
From D&D Wiki
9th-level conjuration | |
Casting time: | 1 Action |
---|---|
Range: | Sight |
Components: | V, S, M (A blown glass orb filled with oil and chips of porcelain) |
Duration: | Concentration, up to 1 minute |
You summon the great power of the arctic storms, freezing
and burying your enemies. Cold, grey clouds gather around a
point you can see, spreading out to radius of 300 feet.
Howling cold, biting winds and freezing gales pound
everything in the radius. Each round you concentrate on the
storm it intensifies until it ends. The effects of the storm are
cumulative, so that each round a creature in the storm suffers
all effects from the previous rounds as well. If a creature starts
its turn in the spell's area and is concentrating on a spell, the
creature must make a successful Concentration check against
your spell save DC or lose concentration.
Round 1 Blasts of howling cold fill the area, chilling creatures to the bone and hampering movement. Creatures entering the spells area for the first time, or starting their turn in the spells area and not inside an appropriate shelter must make a Constitution saving throw. If it fails, the creature takes 3d6 cold damage, and that creature becomes impeded by the wind and its speed is reduced to half. A creature must make a new saving throw at the start of their turn if they succeeded the previous one, and will only be fully safe outside of the spell's radius.
Round 2 Darkness descends as the clouds cover the sky and the intense precipitation begins to fall. The entire area of the spell becomes dark, and walking is even more difficult, since the storm is intensifying everyone in the storm's area walks 5 feet less. In addition to the conditions above, if the creature fails its Constitution saving throw for starting or entering the spells area for the first time, or has already failed, they become deafened until they leave the spell's area, due to the winds getting stronger. Talking right next to someone's ear, may or may not be heard, and it is up to the DM how to rule this situation.
Round 3-7 Snow begins to fall at a tremendous rate, covering everything in a thick, wet blanket. 1 inch of snow accumulates per round. In addition to the effects above, if a creature fails the saving throw, or has already failed, they become paralyzed, covered in a layer of ice. They can use their action to try to force their way through their freezing body, by succeeding on a Strength saving throw, and freeing themselves from being paralyzed.
Rounds 8-10 A layer of freezing precipitation falls, encrusting everything in ice. Movement is hampered such that no one can move within the area, nonmagical fires are extinguished, fire damage is halved, and cold damage is doubled.
A creature killed by this spell becomes a frozen statue until it thaws.
Back to Main Page → 5e Homebrew → Spells → Druid