Arctic Wind

Vitality Cost

8 per Turn

Casting Time

1 Action




15-Meter Cone


Instant/ 1 Minute


Dex Save
You gather cold air between your open palms and blow. Winds, colder than the deepest winter, and a storm of dry snow batter all in front of you.
You create a 15-meter cone that blows dry snow away from you. Any creature that starts its turn in the cone or enters it on its turn must make a Dexterity saving throw. On a failure, it takes 4d6 cold damage, is chilled, and pushed 5 meters away from you towards the edge of the cone. On a success, it takes half as much damage and is neither chilled nor pushed.
The area of effect is frozen and covered in sharp icicles that point away from you, making it difficult terrain. Any creature that moves through it must succeed a Dexterity saving throw against your Spell Save DC, or fall prone. Any creature that falls prone on affected ground or is forcefully moved into or over an affected surface takes an additional 1d8 piercing damage. The ice lasts for 1 minute after the spell ends before it sublimates and disappears.
Upcast: Spend an additional 4 Vitality per turn to deal an additional 1d6 damage and increase the size of the cone by 5 meters.
Chilled. A chilled creature has its movement speed halved and has disadvantage on checks to resist cold weather. If a chilled creature would be chilled again, it is frozen instead (see the condition). Taking a short or long rest removes the chilled condition.
Frozen. A frozen creature is encased in a shell of ice. The creature is incapacitated (It can’t take Actions or Reactions) and can’t move or speak.
-Attack Rolls against the creature have advantage.
-The creature automatically fails Dexterity Saving Throws.
-The creature has Resistance to all damage.
-Taking fire damage ends the condition.
At the start of its turn, a frozen creature may attempt a DC 10 Strength saving throw, ending the condition on a success.
Prone. A prone creature moves by crawling at half speed, has disadvantage on attack rolls and an attack roll against the creature has advantage if the attacker is within 1 meter of the creature. Otherwise, the Attack roll has disadvantage.
A creature can end the condition by using half its movement, or its bonus action, to stand up.

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