Freezing Sphere [1/2]Evocation
VSM
6
ActionCasting time
90 mRange
InstantaneousDuration

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

a miniature crystal sphere
SRD 5.2.1 · CC BY 4.0 · bluedungeoncraft.com
Sorcerer
Spell card
SRD 5.2.1 · CC BY 4.0 · bluedungeoncraft.com
Freezing Sphere [2/2]Evocation
VSM
6
ActionCasting time
90 mRange
InstantaneousDuration

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.

At higher levels. The damage increases by 1d6 for each spell slot level above 6.

SRD 5.2.1 · CC BY 4.0 · bluedungeoncraft.com
Sorcerer
Spell card
SRD 5.2.1 · CC BY 4.0 · bluedungeoncraft.com

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Freezing Sphere — printable spell card

  • Level 6
  • Evocation
Casting time
Action
Range
90 m
Duration
Instantaneous
Components
V, S, M (a miniature crystal sphere)
Classes
Sorcerer, Wizard

Full spell text

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.

At higher levels. The damage increases by 1d6 for each spell slot level above 6.

See also