Frostfall (5e Spell)

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Frostfall
9th-level evocation
Casting time: 1 action
Range: 10 miles
Components: V, S, M (a perfectly preserved snowflake)
Duration: Concentration, up to 24 hours

The temperature in the area within the spell's range centered on you begins to plummet, causing increasingly severe and cumulative weather conditions based on how long you maintain concentration on this spell. As long as you maintain concentration, you are immune to these weather effects.

As an action at any point while concentrating on this spell, you can choose a point on the ground within the spell's area. A 500-foot high, 40-foot radius cylinder filled with a freezing aura appears centered on that point. The weather within the cylinder counts as one stage greater than the weather within the rest of the spell's area. Creatures that start in the area are chilled and have their speed halved, while creatures that end their turn in the area take 6d6 cold damage. At the start of your next turn after choosing the point, a freezing comet plummets from the sky and impacts everything in the previously designated cylinder. All creatures within the cylinder must succeed on a Dexterity saving throw, taking 20d6 bludgeoning damage and 20d6 cold damage on a failed save, or half as much on a successful one. The cylinder then dissipates.

You may attempt to manually escalate the weather stage while concentrating on this spell once on each of your turns. Make a spellcasting ability check (DC 19 + the next stage). On a success, you increment the weather's stage by 1. On a failure, you receive one level of exhaustion.

Stage 1. (1 minute) Light snowfall begins to occur in the area, limiting visibility to 500 feet.

Stage 2. (10 minutes) The area within the spell is now difficult terrain due to snow buildup. In addition, water within the area has turned into ice.

Stage 3. (1 hour) Heavy snowfall begins. Visibility within the area is limited to 100 feet and creatures within the area experience the effects of extreme cold.

Stage 4. (8 hours) The weather escalates into a blizzard that fills the area. The blizzard's howling wind limits hearing to a range of 100 feet and imposes disadvantage on ranged weapon attack rolls. It also imposes disadvantage on Wisdom (Perception) checks that rely on hearing. The wind extinguishes open flames, disperses fog, erases tracks in the snow, and makes flying by nonmagical means nearly impossible. A creature falls at the end of its turn if it is flying by nonmagical means and can't hover. Visibility in a blizzard is reduced to 30 feet. Creatures without goggles or other eye protection have disadvantage on Wisdom (Perception) checks that rely on sight due to blowing snow. Any creature that is concentrating on a spell in a blizzard must succeed on a DC 10 Constitution saving throw at the end of its turn or lose its concentration on the spell unless the creature is sheltered against the elements. Additionally, the temperature has become supernaturally chilling. All creatures that end their turn in the area while exposed to the elements take 4d6 cold damage. A creature killed by this damage becomes a frozen statue.

If at any point the spell ends, the weather effects begin decrementing backwards with inverse durations. For example. if the spell ends at Stage 4, it takes 1 minute to go to Stage 3, 10 minutes to go to Stage 2, 1 hour to go to Stage 1, and 8 hours for Stage 1 to finally end. This spell can't be targeted by dispel magic.


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