Level
2nd
Casting Time
1 Action
Range/Area
60 ft
Components
V, S, M *
Duration
Instantaneous
School
Evocation
Attack/Save
STR Save
Damage/Effect

You throw a sphere of supercooled water at an enemy as a ranged spell attack. On a hit, roll a d6 and consult the table below

Roll of 1-5: The sphere hits the creatures body, freezing its limbs and body in ice and it becomes restrained. If the creature has wings, it falls from the air. If the creature is aquatic, it floats upwards at 15ft / round because ice is less dense than water.

Roll of 6: The sphere hits the creature dealing 2d6 cold damage and encasing its head in ice. It is blinded. At the end of each turn while the creatures head is encased in ice, the creature takes 1d8 bludgeoning damage due to suffocation. If the creature can normally hold its breath for more than 15 minutes, the damage is halved. If the creature does not breathe, it takes no damage from suffocation.

The creature may spend an action to make a strength saving throw against the casters spell DC to break free. 

"When traveling with the exothermically sensitive, a cool head can prevent conflict with friends. It can also prevent conflict with enemies..." - The lost journal of Vein Hepatros

* - (a drop of water and a cool surface)

Available For: Druid Ranger Sorcerer Wizard

Vein_Hepatros