A chilling winds follow your hand's guiding motion, coalescing at your chosen area before turning into a storm of ice and snow. Each creature in a 20-foot-radius sphere centered on that point must make a Constitution saving throw. A target takes 8d6 cold damage on a failed save, or half as much damage on a successful one.
If a creature has their hit points reduced to zero or lower by this spell, they become encased in ice and stabilized, but remain petrified until freed of the ice. Which can be done by carefully breaking or melting the ice with 1 hour of hard work, shattering the ice will kill the creature. A creature encased in ice does not age, nor are they affected by any conditions other than the petrified set by the spell. However if removed from the ice, any conditions they previously had will immediately resume.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.
* - (a tuf of polar bear fur)
Comments