A pale blue fragment of light streaks from your palm to a point you choose within range, and then blossoms with a low roar into an explosion of ice. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. The ice spreads around corners. It freezes objects in the area that aren't being worn or carried.
A target takes 6d6 cold damage on a failed save, or half as much damage on a successful one. All creatures that fail the Dexterity saving throw must also make a Constitution saving throw or be Paralyzed until the end of your next turn.
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. In addition, the amount of turns a creature is Paralyzed increases by 1 for each slot level above 3. The creature must use its turn to break free (with a con saving throw) or remain paralyzed until the spell wears off.
* - (a tiny crystal)
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