Freezing Sphere: Difference between revisions

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''Level 6 Evocation (Sorcerer, Wizard)''<br>
''Level 6 Evocation (Sorcerer, Wizard)''<br>
[[Casting Time]]: {{Action}}<br>
[[Casting Time]]: {{Casting Time Action}}<br>
[[Range]]: {{300 feet}}<br>
[[Range]]: {{Spell Range 300 feet}}<br>
[[Components]]: V, S, M (a miniature crystal sphere)<br>
[[Components]]: V, S, M (a miniature crystal sphere)<br>
[[Duration]]: {{Instantaneous}}
[[Duration]]: {{Spell Duration Instantaneous}}


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|saving throw]], taking 10d6 [[Cold damage]] on failed save or half as much damage on a successful one.  
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|saving throw]], taking 10d6 [[Cold damage]] on failed save or half as much damage on a successful one.  

Latest revision as of 12:31, 26 April 2025

Level 6 Evocation (Sorcerer, Wizard)
Casting Time: Action
Range: 300 feet
Components: V, S, M (a miniature crystal sphere)
Duration: Instantaneous

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.