Freezing Sphere
Level 6 Evocation spell · 5E compatible · SRD 5.2.1
| Level | Level 6 |
|---|---|
| School | Evocation |
| Casting time | Action |
| Range | 300 feet |
| Components | V, S, M (a miniature crystal sphere) |
| Duration | Instantaneous |
| Classes | Sorcerer, Wizard |
A frigid globe streaks from you to a point of your choice within range, where it explodes in a 60-foot-radius Sphere. Each creature in that area makes a Constitution saving throw, taking 10d6 Cold damage on failed save or half as much damage on a successful one. If the globe strikes a body of water, it freezes the water to a depth of 6 inches over an area 30 feet square. This ice lasts for 1 minute. Creatures that were swimming on the surface of frozen water are trapped in the ice and have the Restrained condition. A trapped creature can take an action to make a Strength (Athletics) check against your spell save DC to break free. You can refrain from firing the globe after completing the spell’s casting. If you do so, a globe about the size of a sling bullet, cool to the touch, appears in your hand. At any time, you or a creature you give the globe to can throw the globe (to a range of 40 feet) or hurl it with a sling (to the sling’s normal range). It shatters on impact, with the same effect as a normal casting of the spell. You can also set the globe down without shattering it. After 1 minute, if the globe hasn’t already shattered, it explodes.
Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 6.
Similar level 6 spells
- Chain Lightning Level 6 Evocation
- Circle of Death Level 6 Necromancy
- Contingency Level 6 Abjuration
- Create Undead Level 6 Necromancy
- Disintegrate Level 6 Transmutation
- Eyebite Level 6 Necromancy · C
- Flesh to Stone Level 6 Transmutation · C
- Globe of Invulnerability Level 6 Abjuration · C
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Spell text from the System Reference Document 5.2.1 by Wizards of the Coast LLC, licensed under CC-BY-4.0. See attribution.