Freezing Sphere D&D 5th Edition

  • Level: 6
  • Casting time: 1 Action
  • Components: V, S, M*
  • Range(area): 300 ft
  • Attack(save): CON save
  • Damage(effect): Cold
  • School: Evocation
  • Duration: Instantaneous

Freezing Sphere 5e

A globe streaks from your fingertip which is frigid and of cold energy, to a point of your choice that is within your range. There it shatters in a 60-foot radius sphere. Every creature that is within the area must make a Constitution saving throw. A creature takes 10d6 cold damage on a failed save and on a successful save, it takes half as much damage.

If the globe strikes a body of water or a liquid it freezes the liquid. In that case, the liquid freezes to a depth of six inches over an area 30 feet square. This ice lasts for about 1 minute. Creatures that were some swimming on the surface of the frozen water are trapped in the ice. A creature that is trapped can use an action to check Strength against your spell save DC to break free.

After completing the Freezing Sphere 5e spell, you can refrain from firing the globe. A small globe of a sling stone size, cool in touch, appears in your hand. You or the creature you give the globe to can throw the globe to a range of 40 feet or hurl it with a sling. On impact, it shatters with the same effect as the normal spell’s casting. You can also set the globe without shattering it for 1 minute. After that, if it hasn’t already shattered, it explodes.

Check This: 

Misty Step Spell

At Higher Levels 

The damage increases by 1d6 for each slot level above 6th, when you cast this spell using a spell slot of 7th level or higher.

Freezing Sphere 5e

Cleric Spells | Bard Spells | Druid Spells | Paladin Spells | Ranger Spells | Sorcerer Spells | Warlock Spells | Wizard Spells |

 

Leave a Comment