❄️ Polar Ray
Polar Ray
6th-level evocation (cold)
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a small white ceramic cone or prism)
Duration: Instantaneous (see Icebound)
Spell Lists: Sorcerer, Wizard
A blue-white ray of absolute cold lances from your hand toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 12d8 cold damage.
Icebound
If this damage reduces the target to 0 hit points, the creature is not killed. Instead, it becomes encased in solid supernatural ice, entering a state of suspended animation.
While icebound:
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The creature is incapacitated, restrained, and unconscious
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The creature is stable and does not make death saving throws
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The creature does not age, bleed, or suffer further damage from environmental effects
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The ice has AC 15 and hit points equal to twice your spellcasting ability modifier + your proficiency bonus
The ice melts naturally after 24 hours, or can be destroyed early. If the ice is destroyed, the creature is released at 0 hit points and must begin making death saving throws as normal.
A creature immune to cold damage is immune to the Icebound effect.
At Higher Levels
When you cast this spell using a spell slot of 7th level or higher, the damage increases by 2d8 for each slot level above 6th.
Notes
- A powerful spell used by cryomancers and certain druid circles that deal in the northern circles, Polar Ray is a damaging cold-based spell that is capable of encasing targets when reducing the 0 HP, allowing the possibility to take prisoners, provided the mage has an ability to heal the targets once the encasing ice melts.
- The passing beam is said to be able to douse torches, snuff candles, and crack lantern glass as it whistles by to strike its target.
- Sometimes known as Melf's Polar Ray and is possibly one of the secret spells that the gray elf developed. He is currently in a naming rights dispute with Rabni the Elder thus the use of the spells 'generic spell' over any attribution.

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