Pillars of winter

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Pillars of Winter

3rd-level transmutation

  • Classes: Druid
  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Concentration, up to 10 minutes

You cause moisture in the air to condense into up to 2 icy pillars within range, or 3 if you are in a snowstorm. Each pillar is a cylinder that has a diameter of 5 feet and a height of up to 15 feet, and they conjured floating 15 feet above the ground.

At the start of your next turn, the pillars fall to the ground. If a pillar falls onto a Medium or smaller creature, it must make a Dexterity saving throw. On a failure, it takes 2d6 cold and 2d6 bludgeoning damage and is restrained, pinched between the pillar and the ground. On a success, the creature takes half as much damage and must move 5 feet in any horizontal direction or fail the save automatically. A restrained creature who could move 5 feet can make a Strength or Dexterity check (their choice) as an action against your spell save DC. On a success, the creature is no longer restrained and must move from under the pillar.

Once the pillars fall, you can use your bonus action to cause one or more of the pillars to shatter. Each creature within 5 feet of the shattered pillar must make a Dexterity saving throw, taking 2d6 cold and 2d6 bludgeoning damage on a failed save, or half as much on a success. After the damage is dealt, a creature restrained by the pillar is no longer restrained.

If you maintain your concentration on this spell for its full duration, the pillars become permanent and can't be dispelled. Otherwise, they fade when the spell ends.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you create one additional pillar for every two slots above 3rd.