You release a beam of sub zero energy at a creature within range. The target must make a Constitution saving throw. On a failed save, the target takes 8d12 cold damage and they are restrained for 1 minute as they are encased in ice. On a successful save, the target takes half damage and is not restrained. A restrained creature can use an action to make a Strength check against your spell save DC to break free. Alternatively, the effect ends if the target takes at least 10 fire damage.
If the beam strikes a body of water or a liquid that is principally water (not including water-based creatures), it freezes the liquid to a depth of 1 foot over an area 50 feet square. This ice lasts for 10 minutes. Creatures that were swimming on the surface of frozen water are trapped in the ice. A trapped creature can use an action to make a Strength check against your spell save DC to break free.
At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the damage increases by 1d12 for each slot level above 7th.
* - (a crystal rod)
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