Ice Cave
7th-level conjuration (Cleric, Druid, Sorcerer, Wizard)
- Casting Time: 1 action
- Range: Self
- Components: V, S, M (a hollow glass orb)
- Duration: Concentration, up to 10 minutes
You encase your surroundings with ice, locking yourself and nearby creatures in a cave-like prison of ice. The maximum size of the enclosure is a 60-foot- radius sphere centered on you, but sturdy surfaces will be lined with ice to form the interior contours of the area. The ice is 6 inches thick where layered onto existing surfaces, and 3 feet thick where free- standing.
If the ice cuts through a creature's space, the creature is pushed either inside or outside the enclosure (your choice). When the ice appears, you can cause up to 10 icy stalactites or stalagmites to form, jabbing abruptly inward from the walls, floor, or ceiling of the ice cave. Each spike is 5 feet long and 3 feet wide at the base. A creature whose space gets spiked must make a Dexterity saving throw, taking 2d8 piercing damage and 3d6 cold damage per spike on a failed save, or half as much damage on a successful one.
As a bonus action on each of your turns, you can cause up to 5 spikes to erupt or dissolve (or a mix of both).