An aura of absolute cold erupts from you, freezing everything with range. Each creature in range must make a Constitution saving throw. On a failed save, a creature takes 20D6 force damage, 20D6 cold damage, and 20D6 necrotic damage and is hindered by ice formations for 1 minute, or until it or another creature within reach of it uses an action to break away the ice. A creature hindered by ice has its speed reduced to 0. On a successful save, a creature takes half as much damage and isn’t hindered by ice, but it’s speed is reduced by half.
If the spell’s area includes 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. This ice lasts until thawed. 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.
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