Frigid magic erupts in a 10-foot-radius Sphere centered on a point you can see within range. Each creature in the Sphere must make a Constitution saving throw. On a failed save, a creature takes 4d6 Cold damage, and its Speed is halved until the end of its next turn. On a successful save, it takes half as much damage only.
At the end of its next turn, a creature that failed the initial saving throw repeats the save. On a failed save, it has the Restrained condition for the spell's duration. On a successful save, the spell ends on that creature. When an attack roll hits a creature Restrained by this spell, the creature takes an additional 4d6 Cold damage as the ice around it shatters, and the spell ends on that creature.
Using a Higher-Level Spell Slot. The initial damage increases by 1d6 for each spell slot level above 3.
* - (a shard of gwyhabaite)
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