- Casting Time
- 1 action
- Duration
- Instantaneous
- Range
- Medium · 120 feet
- Components
- V · S
- Saving Throw
- CON · Half damage and not Restrained.
You take the heat out of a 30-foot-radius sphere centered on a point you choose within range, all at once. Each creature in the area makes a Constitution saving throw, taking 10d8 cold damage and being Restrained in ice on a failed save, or half as much damage and not Restrained on a successful one. A Restrained creature, or an ally adjacent to it, can use an action to make a Strength (Athletics) check against DC 18 to break it free. Standing water in the area freezes solid to a depth of 3 feet, and unsealed machinery seizes.
At Higher Levels
| Slot | Effect |
|---|---|
| 8th · 11d8 | The damage increases to 11d8. |
| 9th · 12d8 | The damage increases to 12d8. |
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
- L1 Rime (terrain)
- L2 Frost
- L3 Hail (area)
- L3 Harpoon
- L4 Freeze (binding) you came from here
- L4 Wall of Ice (barrier)
- L5 Floe (bearing)
- L6 Blizzard
- L7 Glacier
- L7 Permafrost (area)
Role
- damage
- control