- Casting Time
- 1 action
- Duration
- Instantaneous
- Range
- Medium · 60 feet
- Components
- V · S
- Saving Throw
- CON · Half damage and speed not halved.
The temperature in a 15-foot cube you choose within range drops in an instant. Each creature in the cube makes a Constitution saving throw, taking 4d6 cold damage on a failed save or half as much on a successful one. On a failed save a creature's speed is also halved until the end of its next turn. Standing water in the area freezes into a thin sheet that is difficult terrain for 1 round.
At Higher Levels
| Slot | Effect |
|---|---|
| 3th · 5d6 | The damage increases to 5d6. |
| 4th · 6d6 | The damage increases to 6d6. |
| 5th · 7d6 | The damage increases to 7d6. |
| 6th · 8d6 | The damage increases to 8d6. |
| 7th · 9d6 | The damage increases to 9d6. |
| 8th · 10d6 | The damage increases to 10d6. |
| 9th · 11d6 | The damage increases to 11d6. |
The frost line
A line opens low and forks. Where you go from here depends on what you took to get here.
- cant Chill
- L1 Icicle you came from here
- L1 Rime (terrain)
- L2 Frost
- L3 Hail (area)
- L3 Harpoon
- L4 Freeze (binding)
- L4 Wall of Ice (barrier)
- L5 Floe (bearing)
- L6 Blizzard
- L7 Glacier
- L7 Permafrost (area)
Branches from here: Hail , Freeze , Wall of Ice
Role
- damage
- control