You harmed one of her favourite new puppets and have now incurred the wrath of Hel. The puppet raises their hand with hers in unison, and from them in a 60 foot radius, there is a bitter, chilling cold. One that settles in your bones, that rattles your teeth, that sets you on the very edge as goosebumps race across your skin. It's almost visible, the shockwave of cold, removing any sort of warmth for a long while. You can't move. You can't think. All you can do is take in short, chilling breaths as you feel the wretched cold take some of your life bit by bit in exchange for what you did to them.
You must succeed a constitution saving throw in order to avoid the chilling cold.
When failed, if you are within the radius you take 4d8 Cold damage (increases with every spell level by 1d8) and are frozen in place for one turn in an ice cell. You must take a turn to break out of this ice prison.
A successful throw will mean half the damage is taken and you will not be imprisoned.
Level
2nd
Casting Time
1 Action
Range/Area
60 ft.
(60 ft. )
Components
None
Duration
Instantaneous
School
Evocation
Attack/Save
CON Save
Damage/Effect
Comments