Ice Wave (spell)
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System Reference |
Compendium |
4-point evocation | |
Casting time: | 1 action |
Range: | Self (30-foot cone) |
Components: | V, S |
Duration: | Instantaneous |
You conjure a wave of water to fill a 30-foot cone, then instantly freeze it. Any grounded creature in the area when you cast this spell must succeed on a Dexterity saving throw or take 2d6 cold damage and be restrained for the duration. A soaked creature takes an extra 1d6 cold damage on a failed save.
A creature restrained by this spell can use its action to make a Strength saving throw, ending the effect on itself on a success. If the ice at the creature's feet is destroyed, the creature is freed. A section of ice has 13 AC; 10 heart points; vulnerability to fire and bludgeoning damage; and immunity to ice and psychic damage.
The ground in the affected area becomes slippery ice for the duration. Any water in the affected area becomes thin ice for the duration.
Upcast. You can upcast this spell by expending extra magic points when you cast it. For each extra point, add 1d6 cold damage.
2nd-level evocation | |
Casting time: | 1 action |
Range: | Self (30-foot cone) |
Components: | V, S |
Duration: | Instantaneous |
You conjure a wave of water to fill a 30-foot cone, then instantly freeze it. Any grounded creature in the area when you cast this spell must succeed on a Dexterity saving throw or take 2d6 cold damage and be restrained for the duration. A soaked creature takes an extra 1d6 cold damage on a failed save.
A creature restrained by this spell can use its action to make a Strength saving throw, ending the effect on itself on a success. If the ice at the creature's feet is destroyed, the creature is freed. A section of ice has 13 AC; 10 heart points; vulnerability to fire and bludgeoning damage; and immunity to ice and psychic damage.
The ground in the affected area becomes slippery ice for the duration. Any water in the affected area becomes thin ice for the duration.
At Higher Levels. If you cast this spell using a spell slot of 3rd level or higher, add 1d6 cold damage for every slot level above 2nd.