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Freezing Sphere

Evocation
Level: 6th-level
Casting Time: 1 action
Range: 300 feet
Duration: Instantaneous
Components: V, S, M
Materials: A small crystal sphere.

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.

At Higher Levels: 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.

Spell Details

School: Evocation
Level: 6
Ritual: No
Concentration: No
Classes: Wizard
A-Tier Excellent damage, control, and battlefield denial with massive AoE and freezing hazard persistence.

Player Guide

Position the sphere's center to catch multiple enemies while minimizing friendly fire—the 60-foot radius is massive. Prioritize use against clustered foes or to deny chokepoints since the frozen sphere persists and blocks movement/vision for 1 minute. Use the reflex save nature of the damage to soften enemies before melee engagement or finish weakened groups; the freezing effect (difficult terrain + speed reduction) creates powerful lockdown for your allies to exploit next turn.

DM Tips

Remember the sphere persists for the full minute—mark it on the grid as blocking terrain and difficult terrain. Consider whether enemies can break/shatter the sphere or if it provides cover; most tables treat it as transparent but impassable.

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