Freezing Sphere is a 6th-level Evocation spell for Wizard. Casting time: 1 action. Range: 300 feet. Duration: Instantaneous. It deals 10d6 Cold damage at its base level.
A frigid globe of cold energy streaks from your fingertips to a point of your choice within range, where it explodes in a 60-foot-radius sphere. Each creature within the area must make a constitution saving throw. On a failed save, a creature takes 10d6 cold damage. On a successful save, it takes half as much damage.
If the globe strikes a body of water or a liquid that is principally water (not including water-based creatures), it freezes the liquid 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. A trapped creature can use an action to make a Strength check against your spell save DC to break free.
You can refrain from firing the globe after completing the spell, if you wish. A small globe about the size of a sling stone, 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 the 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.
When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d6 for each slot level above 6th.
Frequently Asked Questions
Freezing Sphere is available to the following classes: Wizard.
No, Freezing Sphere does not require concentration. It lasts Instantaneous.
Freezing Sphere is a 6th-level Evocation spell.
Freezing Sphere deals 10d6 Cold damage at its base level in D&D 5th Edition. Its damage increases when you cast it with a higher-level slot.
Freezing Sphere has a range of 300 feet and a casting time of 1 action in D&D 5th Edition.