Flash Freeze
Flash Freeze
Tier 1 Epic evocation
Casting Time: 1 action
Range: 120 feet
Components: V, S, M (an ancient shard of ice)
Duration: Instantaneous
You generate a maelstrom of frigid cold in a 20-foot radius centered on a point within range. Creatures in the area must succeed on a Constitution saving throw or take 10d10 points of cold damage and become frozen. A successful saving throw halves the damage and prevents the frozen condition.
At Higher Levels. When you cast this spell as a tier 2 Epic spell or higher, the cold damage increases by 10d10 for each tier above tier 1.
New Condition: Frozen
- A frozen creature is encased in ice, which is an object that surrounds the creature with an AC of 15 and 100 hit points. When the creature is no longer encased in ice, the condition ends.
- The creature’s speed is 0, and it cannot take actions other than attempting to break free. A creature attempting to break free from the ice must take an action to attempt a Strength (Athletics) ability check against a DC of 15 or the source’s spell save DC, whichever is higher. On a success, the condition ends.
- The creature is immune to all damage except cold and psychic damage.
Ref: ELCR p95