Vitrify (5e Spell)
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|7th-level Transmutation (ritual)|
|Casting time:||1 action|
|Range:||-100 feet (20ft radius circle)|
|Components:||V, S, M, glass marble or jewel worth at least 10gp|
|Duration:||Permanent, See description|
This spell transforms normal sand of any depth into crude glass. The sand is instantly heated to the melting point and then slowly hardens in its new form. Objects on or in the sand sink into the hot glass.
A creature is allowed a DEX save to escape before the area is changed.
A creature that fails its save and that is unable to levitate, fly, or otherwise free itself sinks partway into the molten glass, reducing its speed to 5 feet and giving it a disadvantage on attack rolls. If a creature is only partially in the area (such as a Large or larger creature on the edge of the effect), it still takes full damage, but its speed is reduced only by half (instead of to 5 feet).
A creature caught in molten glass takes 10d6 points of fire damage on the first round. The transmuted material cools over a period of 10 rounds. Each round, the number of dice of damage the cooling glass deals is reduced by one, until it deals no damage.
The glass is solid enough to trap creatures by the sixth round. Creatures unable to escape the glass before it hardens become trapped and must be broken out. A creature so caught can break free by making a Strength check to break the glass or by dealing damage to the glass. Glass has a break DC of 12 against Strength.
A creature partially caught in the glass has disadvantage on attack rolls and DEX saves, and is unable to move. When breaking glass, a creature takes 1d6 points of damage each time it makes a successful Strength check to break free. If broken free by others, the creature takes 1d6 points of damage from broken glass. A creature trapped beneath the surface of the glass might begin to suffocate (1 + CON mod minutes, minimum of 30 seconds).
NOTE: This spell is adapted from a 3.5E spell in the Sandstorm supplemental book.
At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, add 10ft to the radius of effect for every level above 7th that this is cast