Iceborn Subjugation
3rd-level Necromancy
- Casting Time: 1 action
- Range: 60 feet (5 Feet)
- Components: V, M (Icicle and a Drop of Blood)
- Duration: Concentration, up to 1 minute
You target an enemy within range. As you do, a gust of freezing wind encircles the target and the target must make a Constitution saving throw. On a successful save, the target takes 4d6 cold damage and the spell ends. On a failed save, not only does the target take the initial damage, but it becomes cursed for 1 minute. At the beginning of the targets turn, the target takes 1d6 cold damage as ice crystals erupt out from under the skin. At the end of its turn, the target can make a Constitution saving throw. On a failed save, the curse remains in affect. On a successful save, the spell ends. If the cursed target dies within the duration of the curse, a frozen thrall is created from the corpse. The thrall lasts for 2 turns after the the targets death.
The frozen thrall has an AC of 10 and 1 hit point. It cannot attack, but can be targeted. The thrall automatically fails any saving throws. But, if the thrall is reduced to 0 hit points, every creature within 5 feet of it must make a Dexterity saving throw as it explodes, on a failed save taking 4d6 cold damage, or half as much on a success. Expanding an action on your turn, you can direct the thrall to move in any direction, but at a third of the targets original walking speed. The area within a 5 foot radius of the thrall is considered difficult terrain as the piercing gust blankets the ground with ice.
As a bonus action, you can detonate the frozen thrall. Each creature within a 5 foot radius must make a Dexterity saving throw as the thrall explodes into shards of ice, taking 4d6 cold damage on a failed save, or half as much on a success. If no action is used towards the thrall at the end of the second turn, the thrall ceases moving and turns into a solid ice statue, ending the spell.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, all damage increases by 1d6 for each slot level above 3rd. As an addition, at the 7th, 11th, and 17th levels, you can target 1 additional creature.