A 20-foot-radius sphere of whirling frigid air springs into existence centered on a point you choose within range. The sphere remains for the spell’s duration. Each creature in the sphere when it appears or that ends its turn there must succeed on a Dexterity saving throw or take 2d6 bludgeoning damage. The sphere’s space is difficult terrain.
Until the spell ends, you can use a bonus action on each of your turns to cause a blast of ice to spray from the center of the sphere toward one creature you choose within 40 feet of the center. The creature makes a constitution saving throw equal to your standard DC for spells and disadvantage if within 20 ft from the center of the storm. On a failure the target is Restrained until broken free by them or someone else spending an action to free them.
Creatures within 30 feet of the sphere have disadvantage on Wisdom (Perception) checks made to listen.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases for each of its effects by 1d6 for each slot level above 4th.
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