Level
6th
Casting Time
1 Action
Range/Area
300 ft. (60 ft. )
Components
V, S, M *
Duration
Instantaneous
School
Evocation
Attack/Save
CON Save
Damage/Effect
Cold

You draw on the moisture in the air, and release a freezing orb of frost energy that streaks from your fingertips to a point of your choice within range, where it explodes in a 60-foot-radius sphere. Each creature within the area must make a Constitution saving throw. On a failed save, a creature takes 10d6 cold damage. On a successful save, it takes half as much damage.

If the orb strikes a body of water or a liquid that is mostly comprised of water (not including water-based creatures/elementals), it freezes the liquid to a depth of 6 inches over an area 30 feet square. This ice lasts for 1 minute. Creatures that were swimming on the surface of frozen water are trapped in the ice. A trapped creature can use an action to make a Strength check against your spell save DC to break free.

You can choose to not fire the orb after finishing the spell. A small orb about the size of a sling stone, ice cold to the touch, appears in your hand. At any time, you or a creature you give the orb to can throw the orb (to a range of 40 feet) or hurl it with a sling. It shatters on impact, as if you'd normally cast the spell. You can also set the orb down carefully without shattering it. After 1 minute, if the orb hasn’t shattered, it explodes instantaneously.

At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d6 for each slot level above 6th.

* - (a small crystal sphere)

Available For: Wizard (Legacy)

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