Absolute Zero (5e Spell)
| 9th-level evocation | |
| Casting time: | 1 action |
|---|---|
| Range: | 150 feet |
| Components: | V, S, M (a piece of white quartz, which the spell consumes) |
| Duration: | Instantaneous |
You unleash the absolute cold that dwells deep within the Plane of Ice from a point within range. Each creature in a 30-foot-radius sphere centered on that point must make a Constitution saving throw. On a failed save, a target takes 12d10 cold damage and becomes incapacitated and restrained by ice for for 1 minute; an effected creature can use an action to break free by succeeding on a Strength check against your spell save DC. On a successful save, a target takes half as much damage and its speed becomes 0 until the end of your next turn, and it isn't incapacitated or restrained.
All bodies of water in this area (outside of water-based creatures) are instantly frozen solid. Creatures that were in the frozen water are trapped, and may begin suffocating if submerged. A trapped creature can use an action to make a Strength check against your spell save DC to break free.
A creature reduced to 0 hit points by this spell is stable but petrified and has its speed reduced to 0. It can't regain hit points until thawed by either taking fire damage or with a greater restoration, heal, or wish spell.
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