A wave of chill envelops a target you can see within range. The target must make a Constitution saving throw. It takes 8d8 cold damage on a failed save, or half as much damage on a successful one. On a failed save, the target is frozen solid, under the same effects as the petrified. At the end of each of its turns, the target repeats the saving throw. On a successful save, the target breaks free and the spell ends. This magical ice can’t be melted by nonmagical means.
A target that is under the chilled or wet conditions makes the saving throw at disadvantage.
Surfaces and nonmagical objects within 5 ft. of the target are frozen by this spell, regardless of whether or not the target saves.
When you cast this spell with a spell slot of 6th Level or higher, the damage dealt increases by 1d8 for each spell level higher than 5th.
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