You unleash a blast of frigid wind and a barrage of rock-hard chunks of ice in a 30-foot cone. Each creature in the area must make a Dexterity saving throw. On a failed save, a creature takes 2d8 bludgeoning damage and 4d6 cold damage, and if it is a Huge or smaller creature, it is pushed 15 feet directly away from you and is knocked prone. On a successful save, a creature takes half as much damage and isn’t pushed or knocked prone.
The freezing wind disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in the area.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 cold damage for each slot level above 3rd.
* - (a small crystal or glass cone)Previous Versions
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