Difference between revisions of "Column of Ice (5e Spell)"
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Creatures atop the column as it rises may be smashed against the ceiling or other overhead obstructions, which deals 4d6 points of bludgeoning damage. The save and check DC's are based on your Spell DC’s. | Creatures atop the column as it rises may be smashed against the ceiling or other overhead obstructions, which deals 4d6 points of bludgeoning damage. The save and check DC's are based on your Spell DC’s. | ||
|higherlevels= When you cast this spell using a spell slot of 5th or 6th level, the effects of the spell last for 8 hours. When you use a spell slot of 7th or 8th level, the effects of the spell last for 24 hours. When you cast this spell using a spell slot of 9th level, the effects of the spell are permanent. | |higherlevels= When you cast this spell using a spell slot of 5th or 6th level, the effects of the spell last for 8 hours. When you use a spell slot of 7th or 8th level, the effects of the spell last for 24 hours. When you cast this spell using a spell slot of 9th level, the effects of the spell are permanent. | ||
+ | |casters=Cleric, Druid, Ranger, Sorcerer, Wizard | ||
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[[Category:Spell]] | [[Category:Spell]] | ||
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Latest revision as of 01:01, 3 April 2019
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5e Spell
Column of Ice
4th-level conjuration
Casting Time: 1 action
Range: 50 feet
Components: V, S, M (A 2-inch rod of ice.)
Duration: 1 hour
Casters: Cleric, Druid, Ranger, Sorcerer, Wizard
Effect: One column of ice, with a 10 foot radius and 35 feet in height
As you point your finger at a point on the ground within range that you can see a column of ice rises from the ground, lifting any object or creature (including you) standing in the area into the air. Creatures making a Dexterity saving throw can choose to avoid the column and be moved to the nearest unoccupied square outside of the spell’s area. If there are no nearby unoccupied spaces, the target is raised on top of the column and not prone.
Moving or fighting atop the ice column requires an Acrobatics(Dex) check to not fall prone. Those who fail, fall prone and must succeed on a Dexterity saving throw or slip off the column, taking commensurate falling damage.
Creatures atop the column as it rises may be smashed against the ceiling or other overhead obstructions, which deals 4d6 points of bludgeoning damage. The save and check DC's are based on your Spell DC’s.
At Higher Levels. When you cast this spell using a spell slot of 5th or 6th level, the effects of the spell last for 8 hours. When you use a spell slot of 7th or 8th level, the effects of the spell last for 24 hours. When you cast this spell using a spell slot of 9th level, the effects of the spell are permanent.
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Action Type | Action + |
Author | Gr7mm Bobb + |
Canon | true + |
Caster | Cleric +, Druid +, Ranger +, Sorcerer + and Wizard + |
Component | V +, S + and M + |
Identifier | 5e Spell + |
Level | 4 + |
Range | 50 feet + |
Rating | Unrated + |
Scalable | true + |
School | Conjuration + |
Summary | Conjures one column of ice, 10-ft. radius and 35 ft in height + |
Title | Column of Ice + |