Holy Ice

5th-level conjuration

Casting Time: 1 action

Range: 120 feet

Components: V, S, M (vial of holy water)

Duration: See text

Classes: cleric, paladin

You create a mass of frozen holy water that can be used to create one of the following effects:

Holy Glacier. You attempt to encase a single creature within a block of frozen holy water. If the target succeeds on a Dexterity saving throw, takes 1d4 cold damage 1d4 radiant damage and is entangled by chunks of ice until the end of its next turn. During this time, its movement is halved and it takes a -1 penalty on attack rolls and AC.

If the creature fails its saving throw, it is wholly entombed in the ice. It takes 1d6 cold damage and 1d6 radiant damage and is restrained. It can still breathe through cracks in the ice, but it otherwise has total cover. The holy glacier can be destroyed if it takes 30 points of damage, and fire deals double damage to it. Damage dealt to the holy glacier does not harm the trapped creature, even if the amount of damage exceeds what is required to shatter the ice.

The trapped creature also can use its action on its turn to break free with a Strength saving throw, and the DC of this saving throw goes down by 2 each round after the first. Each round a creature ends its turn trapped in the holy glacier, it takes an additional 1d6 cold and 1d6 radiant damage. Incorporeal creatures cannot be trapped in a holy glacier, but gaseous or liquid creatures can be.

Holy Icicles. You create three javelin-sized icicles that fly towards one or more targets (all targets must be within 10 feet of each other). Make a ranged spell attack for each icicle, which is destroyed after being used regardless of whether they hit. On a hit, the target takes 1d6 piercing damage, 1d6 cold damage, and 1d6 radiant damage.

At Higher Levels. When you cast this spell with a spell slot of 6th level or higher, you can hurl one additional icicle or attempt to trap one additional creature in a holy glacier for each slot level above 5th.

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