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/