Roll20 uses cookies to improve your experience on our site. Cookies enable you to enjoy certain features, social sharing functionality, and tailor message and display ads to your interests on our site and others. They also help us understand how our site is being used. By continuing to use our site, you consent to our use of cookies. Update your cookie preferences .
D&D 2024 has arrived! Pre-order the new core rulebooks now and get an exclusive pre-order bonus for free!
Create a free account



Type to search for a spell, item, class — anything!

Polar Midnight

Edit Page Content

You plunge an area into the brutal chill of the arctic night. Illumination conditions are dropped by two steps (though only to Darkness, not supernatural darkness), and all creatures in the area take 5d6 points of cold Damage and 1d6 points of Dexterity Damage per round. A successful Fortitude save each round negates the Dexterity Damage but not the cold Damage. Any Creature that doesn't move on its turn becomes encased in a sheath of ice with 3 Hit Points per inch of thickness, is helpless, and cannot breathe. Creatures can hit the sheath of ice automatically. A section of ice whose Hit Points drop to 0 is breached. If a Creature tries to break through the sheath with a single attack, the DC for the Strength check is 15 + Caster Level.

Corpses in the area for longer than 1 round are transmuted into solid ice; reviving the icy corpse requires true Resurrection, Miracle, or wish. As a move Action, you may move the area of effect up to 10 feet in any direction.


Casting Time
1 standard action
V, S
1 round/level
30-ft. spread
Cleric 9, Druid 9, Witch 9
Close (25 ft. + 5 ft./2 levels)
Saving Throw
Fortitude partial
Transmutation [cold, darkness]
Spell Damage
Spell Damage Type
Spell Resistance
Advertisement Create a free account