Once everyone was settled, Fulgrim focused his mental energy and willed his spectral hand toward the trapped door. The fingers of the hand curled around the rime-covered handle on the door and pulled, trying to open the door. Alas, the door was locked and did not open. Fulgrim's effort was not, however, without effect; the moment the magic of the hand exerted force on the locked and trapped door, a spray of dust rained down from the ten-foot ceiling in I40, followed in short order by a fall of water that hardened into ice shards before hitting the dungeon floor.
Frozen water droplets hard and sharp as daggers cycloned in a rapidly gyrating cylinder encompassing all of the hallway outside the trapped door, all of the room where Colden and Spec stood, and most of the hallway occupied by Roscoe and Fulgrim. The temperature plummeted. Wind howled. snow eddied and whirled. Hoar frost crept on tendrils, snaking across the ceiling, floor, and walls. Hair froze. Exposed skin turned ash with frostbite.
An epic storm raged inside the hallways and room. Marrow-sucking cold pressed in from all sides, stealing breath. The area of effect of the magically induced storm, however, was incomplete; intervening walls provided partial cover. A small pocket of airspace directly behind the door that lay nearly flat against the wall was devoid of eddying ice and snow, and offered a narrow oasis. Elsewhere, a tremendous gale whipped garments and buffeted Spec, Colden, Fulgrim, and Roscoe. Guran, safely tucked around the corner, saw pellets of hail strike the floor at the outer edge of cylinder, and though air temperature in his corridor dropped several degrees it did not freeze.
As quickly as the ice storm whipped through the hallways and room, it was gone. In a blink, and with a loud whoosh, the storm ended, the only evidence of its passing a rime of frost coating the hair and feet of each individual caught in its wrath. The door remained closed. Both Guran's and Spec's
light spells remained in effect, and Fulgrim's
mage hand was still active.
[sblock=Dexterity saving throw]Spec, Colden, Fulgrim, and Roscoe need to make a Dexterity saving throw DC 14. Spec, Colden, and Fulgrim get quarter cover and benefit from +1 to their Dexterity saving throw. Roscoe gets half cover and benefits from +2 to his Dexterity saving throw.
A character who fails his Dexterity saving throw suffers [roll0] bludgeoning damage from the ice shards and [roll1] cold damage.
A character who makes his Dexterity saving throw suffers half damage.[/sblock]