You point at a spot within 100 ft and blueish gray light coalesces into a series of small spheres that bursts creating a flash freeze causing all creatures within a 15-ft-radius, 50-ft-high cylinder to make a con save. If a creature is wearing metal armor is has disadvantage on the con save. A target takes 5d8 cold damage and having it's movement speed halved until the end of it's next turn on a failed save, or half as much damage and ignoring the movement speed penalty on a successful one.
Casting this spell using the 4th level or higher, the damage increases by 1d8 on the 4th, 6th, and 8th level.
The radius increases to 20 when cast using 5th level or higher.
When cast at 7th level or higher a successful save doesn't ignore the movement penalty.
When cast at the 9th level a failed save makes a target immobile, and a succesful save halves a target's movement speed.