ᚯ Investiture of Ice - JulTob/DnD GitHub Wiki
Investiture of Ice
- Level: 6th-level
- School: Transmutation
- Casting Time: 1 action
- Range: Self
- Components: V, S
- Duration: Concentration, up to 10 minutes
Description
Investiture of Ice cloaks the caster in a frigid aura, granting several cold-based abilities and immunities.
Effects:
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Cold Immunity: - You are immune to cold damage for the duration of the spell.
 
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Icy Aura: - The ground within 10 feet of you is covered in ice and is difficult terrain for creatures other than you.
- Any creature that moves within 10 feet of you for the first time on a turn or ends its turn there takes 1d10 cold damage.
 
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Icy Blast: - You can use your action to create a 15-foot cone of cold energy. Each creature in that area must make a Constitution saving throw, taking 4d6 cold damage on a failed save, or half as much damage on a successful one.
 
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Movement: - You can move across and climb icy surfaces without needing to make an ability check. You can also walk on water if it is frozen.
 
Strategic Applications:
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Area Control: The icy terrain around you can slow down or hinder enemies, making it difficult for them to close in or retreat. It’s particularly effective in tight quarters or choke points. 
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Cold Damage: The spell provides a reliable source of cold damage, which can be effective against creatures vulnerable to cold. The cone attack can hit multiple targets, making it useful for crowd control. 
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Defensive Play: The difficult terrain and automatic damage to nearby enemies make Investiture of Ice an excellent choice for defensive tactics, especially when holding a position. 
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Environmental Advantage: In cold or icy environments, the spell allows you to move freely where others might struggle, providing a tactical edge in such terrains. 
Limitations:
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Concentration: The spell requires concentration, meaning you’ll need to avoid taking damage or risk losing the spell’s effects. 
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Limited Range: The effects are centered around you, making it most effective in close-range combat. It’s less useful against enemies who prefer to fight from a distance. 
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Cold Resistance: Enemies with resistance or immunity to cold damage will be less affected, reducing the spell’s effectiveness in certain encounters. 
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Difficult Terrain: The difficult terrain affects all creatures except you, so allies might also struggle to move through the area if they’re within the icy aura. 
Notes:
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Roleplay and Flavor: This spell is particularly thematic for characters with a connection to cold or winter, such as a druid of the Arctic or a sorcerer with a cold-based bloodline. The visual of the caster surrounded by an icy aura can be striking. 
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Synergy with Other Spells: Works well with spells or abilities that further capitalize on cold damage or terrain manipulation, creating a hostile environment for enemies. 
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Ideal For: Sorcerers, wizards, and druids looking to control the battlefield with cold-based effects, especially in scenarios where movement control and cold damage are beneficial.