You extend your hand, flash freezing a 20-foot-radius sphere centered on a point within range. Each creature in the cylinder must make a Constitution saving throw. A creature that fails this saving throw is petrified and can make another saving throw at the end of its turn to break free. On a successful save, the creature isn't affected. On your next turn after casting this spell, as an action you can force any creature with the area of the spell to make a Dexterity saving throw. A creature that failed takes 8d6 cold damage on a failed save, or half as much damage on a successful one.
The flash freeze turns the area of effect into difficult terrain until the end of your next turn after the spell ends.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the cold damage increases by 1d6 for each slot level above 5th.
* - (a pinch of dust and a few drops of water)
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