Files
5ead/spells/md/deep_magic_5e/doom-of-blue-crystal.md
2025-06-07 07:58:30 -05:00

17 lines
1.4 KiB
Markdown
Raw Blame History

This file contains ambiguous Unicode characters
This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.
# Doom of Blue Crystal
- **Level**: 3 transmutation
- **Classes**: Cleric, Sorcerer, Wizard
- **Casting Time**: 1 action
- **Range**: Self
- **Components**: V, S, M (a blue crystal)
- **Duration**: Concentration, up to 3 rounds
- **Source**: Deep Magic 5e
You are surrounded by a field of glowing, blue energy lasting 3 rounds. Creatures within 5 feet of you, including yourself, must make a Constitution saving throw when the spell is cast and again at the start of each of your turns while the spell is in effect. A creature whose saving throw fails is restrained; a restrained creature whose saving throw fails is paralyzed; and a paralyzed creature whose saving throw fails is petrified and transforms into a statue of blue crystal. As with all concentration spells, you can end the field at any time (no action required). If you are turned to crystal, the spell ends after all affected creatures make their saving throws. Restrained and paralyzed creatures recover immediately when the spell ends, but petrification is permanent.
Creatures turned to crystal can see, hear, and smell normally, but they dont need to eat or breathe. If shatter is cast on a crystal creature, it must succeed on a Constitution saving throw against the casters spell save DC or be killed.
Creatures transformed into blue crystal can be restored with dispel magic, greater restoration, or comparable magic.