Ice Prison
Ignition School – Level 5
Type: Normal Spell
Reach: 120 feet
Duration: 10 minutes
Effect: You trap multiple creatures inside an Ice crystal.
Choose 1 point within reach. All area within 20 feet of that point becomes trapped inside a giant Hollow Ice Crystal.
When a creature starts their turn inside this area, it must make an Endurance Save. They take 2d8 cold damage on a fail, or half as much on a success.
Creatures cannot leave or enter in that area until the spell ends, unless a creature is able to pass through objects or teleports in some way. Creatures that are outside cannot harm the creatures inside this area and vice versa, but they can instead harm the Ice Crystal.
The Ice Crystal has a total of 100 HP and 3 AP. When it reaches 0 HP, it breaks and the spell ends. The Ice Prison is weak against Fire damage, but it is Immune to Brain, Bleed, Poison, and Psychic damages. Any Cold damage the Ice Prison takes heals its HP instead of dealing damage. All Attacks against the Ice Crystal automatically hits, and the Ice Crystal automatically fails any Save.
Upcast: The Ice Crystal gains 25 more HP for each Level upcasted.
Spell List: Druid, Inventor, Sorcerer, Wizard
