
Once a land of high magic and ancient empires, Scorchveil is now a fractured continent scarred by war, volcanoes, and cursed ruins.Thousand years ago, an alliance of dragons and mortals banished the demon legions back to the Abyss in a cataclysmic event known as the Infernal Sundering. In the aftermath, dragons vanished—dead, hidden, or asleep. Worse still, demonic cults known as Ashborn rise in secret, hunting dragon relics and performing unholy rituals to fuse dragonblood with demonic essence
Played | 1 times |
Cloned | 0 times |
Created | 18 days ago |
Last Updated | 17 days ago |
Visibility | Public |

Description
You create a wall of ice on a solid surface within range. You can form it into a hemispherical dome or a sphere with a radius of up to 10 feet, or you can shape a flat surface made up of ten 10-foot-square panels. Each panel must be contiguous with another panel. In any form, the wall is 1 foot thick and lasts for the duration. If the wall cuts through a creature's space when it appears, the creature within its area is pushed to one side of the wall and must make a dexterity saving throw. On a failed save, the creature takes 10d6 cold damage, or half as much damage on a successful save. The wall is an object that can be damaged and thus breached. It has AC 12 and 30 hit points per 10-foot section, and it is vulnerable to fire damage. Reducing a 10-foot section of wall to 0 hit points destroys it and leaves behind a sheet of frigid air in the space the wall occupied. A creature moving through the sheet of frigid air for the first time on a turn must make a constitution saving throw. That creature takes 5d6 cold damage on a failed save, or half as much damage on a successful one.
Level | 6 |
Range | 120 |