Solaris is a land of splendor built on silence. No one recalls what came before — and no one questions it. The sun shines, the mines thrive, yet unease clings to the air like smoke. Wanderers feel it. Dreamers see it. Then they vanish. Step carefully. The ground remembers what minds forget. A golden kingdom forged in blood and shadow. Follow the light—or embrace the truth in darkness. In Solaris, forgetting is survival. Remembering… that’s when the real danger begins.
Played | 285 times |
Cloned | 55 times |
Created | 174 days ago |
Last Updated | 3 days ago |
Visibility | Public |
Description
Casting Time: 1 action Range: 300 feet Components: V, S, M (a small crystal sphere) Duration: Instantaneous A frigid globe of cold energy streaks from your hand to a point of your choice within range, where it explodes in a 60-foot-radius sphere. Each creature within the area must make a Constitution saving throw. On a failed save, a creature takes 10d6 cold damage, or half as much damage on a successful save. You can refrain from firing the globe after completing the spell, if you wish. A small globe about the size of a sling bullet, which contains the freezing sphere, appears in your hand. At any time, you can throw the globe (with a range of 40 feet) or give it to someone else. A creature holding the globe can throw it as well, but when it strikes something (or is damaged), the globe shatters and the spell effects activate.
Level | 6 |
Range | 300 |