Evercold

You target a creature within the spell’s range, and that creature must make a successful Wisdom saving throw or take 1d6 cold damage. In addition, the target is cursed to feel as if it’s exposed to extreme cold. For the duration of evercold, the target must make a successful DC 10 Constitution saving throw at the end of each hour or gain one level of exhaustion. The target has advantage on the hourly saving throws if wearing suitable cold-weather clothing, but it has disadvantage on saving throws against other spells and magic that deal cold damage (regardless of its clothing) for the spell’s duration.

The spell can be ended by its caster or by [dispel magic]({{ base_url }}/spells/dispel-magic) or [remove curse]({{ base_url }}/spells/remove-curse).

Classes


slugevercold

higher_level

page

range30 feet

target_range_sort30

componentsV, S, M

requires_verbal_componentsYes

requires_somatic_componentsYes

requires_material_componentsYes

materialan insect that froze to death

can_be_cast_as_ritualNo

durationUntil dispelled

requires_concentrationNo

casting_time1 action

level_int4

spell_level4

schoolnecromancy

dnd_classCleric, Sorcerer, Warlock, Wizard

archetype

circles

document__slugdmag

document__titleDeep Magic 5e

document__license_urlhttp://open5e.com/legal

document__urlhttps://koboldpress.com/kpstore/product/deep-magic-for-5th-edition-hardcover/