Glacial Fog
7th-level evocation
Casting time: 1 action
Range: 100 feet (30-foot sphere)
Target: Each creature within range
Components: V, S, M (crystalline statue of a polar bear worth at least 25g)
Duration: Instantaneous / Concentration up to 1 minute
Classes: Cleric, Druid, Sorcerer, Wizard
Subclasses:
Upon your final utterance, the target area is covered in a glacial fog which generates a limb numbing cold that causes 12d6 points of cold damage and inflicts one level of exhaustion. Creatures within the area have disadvantage on Perception checks. A successful Constitution saving throw halves the cold damage and negates the other effects. This damage is instantaneous and occurs only on the first round of the spell. While you maintain concentration on this spell, any creature within the area of effect that attempts any action requiring manual dexterity such as loading a crossbow, drawing a weapon, pickign a lock, retrieving a stored item, or manipulating a material spell componenent must succeed on a DC 10 Dexterity saving throw to do so. A failed check means the creature drops the item it is attmepting to manipulate. The area inside the spell's area of effect is considered difficult terrain. Any creature beginning or ending a move within the spell's area of effect must succeed on a DC 10 Dexterity (Acrobatics) check or fall prone. At Higher Levels. When you cast this spell using a spell slot of 8th or higher, the damage increases by 1d6 for each slot level above 7th.
Upon your final utterance, the target area is covered in a glacial fog which generates a limb numbing cold that causes 12d6 points of cold damage and inflicts one level of exhaustion. Creatures within the area have disadvantage on Perception checks. A successful Constitution saving throw halves the cold damage and negates the other effects. This damage is instantaneous and occurs only on the first round of the spell. While you maintain concentration on this spell, any creature within the area of effect that attempts any action requiring manual dexterity such as loading a crossbow, drawing a weapon, pickign a lock, retrieving a stored item, or manipulating a material spell componenent must succeed on a DC 10 Dexterity saving throw to do so. A failed check means the creature drops the item it is attmepting to manipulate. The area inside the spell's area of effect is considered difficult terrain. Any creature beginning or ending a move within the spell's area of effect must succeed on a DC 10 Dexterity (Acrobatics) check or fall prone. At Higher Levels. When you cast this spell using a spell slot of 8th or higher, the damage increases by 1d6 for each slot level above 7th.

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