a miniature keep carved from ice or glass that is consumed in the casting
Source: Deep Magic for 5th Edition
A gleaming fortress of ice springs from a square area of ground that you can see within range. It is a 10-foot cube (including floor and roof). The fortress can’t overlap any other structures, but any creatures in its space are harmlessly lifted up as the ice rises into position. The walls are made of ice (AC 13), have 120 hit points each, and are immune to cold, necrotic, poison, and psychic damage. Reducing a wall to 0 hit points destroys it and has a 50 percent chance to cause the roof to collapse. A damaged wall can be repaired by casting a spell that deals cold damage on it, on a point-for-point basis.
Each wall has two arrow slits. One wall also includes an ice door with an arcane lock. You designate at the time of the fort’s creation which creatures can enter the fortification. The door has AC 18 and 60 hit points, or it can be broken open with a successful DC 25 Strength (Athletics) check (DC 15 if the arcane lock is dispelled).
The fortress catches and reflects light, so that creatures outside the fortress who rely on sight have disadvantage on Perception checks and attack rolls made against those within the fortress if it’s in an area of bright sunlight.
When you cast this spell using a spell slot of 6th level or higher, you can increase the length or width of the fortification by 5 feet for every slot level above 5th. You can make a different choice (width or length) for each slot level above 5th.
About Ice Fortress
Ice Fortress is a Level 5 level spell from the school of Conjuration.
This spell has a casting time of 1minute , and a range of 60.0 ft (18.3 m) . It has a duration of Instantaneous.
Spell Details
Complete details
Spell Details
Complete details about this spell:
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At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, you can increase the length or width of the fortification by 5 feet for every slot level above 5th.
Casting Tips
1 tips
Casting Tips
Consider these tips when casting this spell:
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Tactical Use: High-level spell with game-changing potential. Reserve for climactic moments or major plot points.
School of Magic: Conjuration
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School of Magic: Conjuration
Conjuration spells create objects, creatures, or open portals to other locations.
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