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<title>Thin the Ice</title>
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<h1>Thin the Ice</h1>
<ul>
<li><strong>Level</strong>: 1 transmutation</li>
<li><strong>Classes</strong>: Druid, Ranger, Sorcerer, Warlock, Wizard</li>
<li><strong>Casting Time</strong>: 1 action</li>
<li><strong>Range</strong>: 60 feet</li>
<li><strong>Components</strong>: V, S, M (a piece of sunstone)</li>
<li><strong>Duration</strong>: Instantaneous</li>
<li><strong>Source</strong>: Deep Magic 5e</li>
</ul>
<p>You target a point within range. That point becomes the top center of a cylinder 10 feet in radius and 40 feet deep. All ice inside that area melts immediately. The uppermost layer of ice seems to remain intact and sturdy, but it covers a 40-foot-deep pit filled with ice water. A successful Wisdom (Survival) check or passive Perception check against your spell save DC notices the thin ice. If a creature weighing more than 20 pounds (or a greater weight specified by you when casting the spell) treads over the cylinder or is already standing on it, the ice gives way. Unless the creature makes a successful Dexterity saving throw, it falls into the icy water, taking 2d6 cold damage plus whatever other problems are caused by water, by armor, or by being drenched in a freezing environment. The water gradually refreezes normally.</p>
<p><a href="../../../licensing.html">Licensing</a>  <a href="../../md/deep_magic_5e/thin-the-ice.md">Markdown Format</a></p>
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