Frost begins to build around your hands as you direct the air around a creature within range that you can see to freeze. That creature immediately takes 4d8 cold damage, and must make a constitution saving throw. On a success, the spell ends. On a failure, the creature is affected by the spell for the duration.
An affected creature’s movements are slowed by the oppressive cold surrounding and filling its body. Its speed is halved, has disadvantage on attack rolls, dexterity saving throws and checks, it has disadvantage on concentration checks, and it can’t take reactions.
At the end of the affected creature’s turns, it can repeat the saving throw, ending the effect on itself on a success. On a failed save, the creature takes an additional 4d8 cold damage.
When cast at a higher level, you can target an additional creature per level higher than 5th.
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