The first time you hit with a melee weapon attack during this spell’s duration, your weapon evokes a localized cold snap causing a flash freezing effect, and the attack deals an extra 1d12 cold damage to the target. Additionally, if the target is a creature, the target must succeed on a Constitution saving throw or their speed is halved until the spell ends.
A creature whose speed is reduced by this spell makes another Constitution saving throw at the end of each of its turns. On a successful save, the spell ends. If the target is a space with no creatures in it, the cold freezes nonmagical liquids in it up to a 5-foot cube.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the extra damage dealt by the attack increases by 1d12 for each slot.
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