Flash Freeze (5e Spell)

You point at a creature within range, and they are immediately frozen in a large block of ice. The ice block is large enough to completely encompass the target. The target takes 8d8+10 cold damage at the beginning of each of their turns, and the beginning of each of the caster's turns. The target can make a Strength check to attempt to escape (DC25). On a failed save, they take 5 cold damage, and on a passed save, they free their hands and head. They can continue to make Strength checks to free their upper torso, lower torso, or legs. When all body parts have been freed, the spell ends. While the spell is active, the target may be shoved up to 40 feet in any direction, bouncing off of walls in its path. Should the target collide with a creature or object, they must make a Dexterity save. If failed, said creature or object takes 2d6 bludgeoning damage and half as much cold damage. On a passed save, they take half as much damage. The ice block has an AC of 12 and 60 hit points. Should these hit points deplete completely, the creature inside the ice dies instantly. The ice also takes fall damage, should it slide off of a ledge.


Flash Freeze
9th-level Transmutation
Casting time: 1 action
Range: 90 feet
Components: V, S, M(a large gemstone worth at least 5,000 GP, a pint of water)
Duration: Concentration, up to 1 hour

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