Freezing Burst (5e Spell)

Freezing Burst
1st-level Evocation
Casting time: 1 action
Range: Self (10-foot cube or 5-foot radius)
Components: V, S
Duration: Instantaneous

A blast of freezing energy emanates from you. Each creature in a 10-foot cube or 5-foot radius (your choice when you cast this spell) originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 cold damage and is chilled, giving it disadvantage on attack rolls and reducing its speed to 0 until the start of your next turn. On a successful save, a creature takes only half as much damage and isn't chilled.

A creature killed by this spell is frozen solid until it thaws.

This spell freezes any puddles of water caught in its area that are 1 inch or less deep, turning them into slippery ice[1] until they melt.

At Higher Levels. This spell uses Modular Spell Upcasting, meaning you are granted a number of Power Points equal to the level of the slot expended to cast this spell. Refer to the table below for how this spell can be upcast by allocating Power Points.

Power Point Cost
0123456789
Size 🔗10 ft. cube/5 ft. radius15 ft. cube/10 ft. radius20 ft. cube/15 ft. radius25 ft. cube/20 ft. radius30 ft. cube/25 ft. radius35 ft. cube/30 ft. radius40 ft. cube/35 ft. radius45 ft. cube/40 ft. radius50 ft. cube/45 ft. radius55 ft. cube/50 ft. radius
Cold Damage 🔗1d82d83d84d85d86d87d88d89d810d8
Casting Time1 action1 bonus action

Cold Damage. If the spell is upcast so that amount of cold damage is 4d8 or higher, any water or liquid that is principally water (excluding water-based creatures) that overlaps with the spell's area is frozen solid. A creature that fails its Constitution saving throw while in an area that would be frozen is restrained, while a creature that succeeds prevents the space of water they occupy from freezing. A restrained creature can repeat the Constitution saving throw at the beginning of each of its turns, melting the ice in its space with its body heat and ending the condition on a success.


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  1. Dungeon Master's Guide pp. 110
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