A flash freeze encases creatures around you in ice. All creatures within a 10-foot emanation centered on you must make a Dexterity saving throw. On a failure, they take cold damage and become Restrained for 1 minute, as they are frozen in place. On a success, they take half damage and are not restrained. A creature can repeat the saving throw at the end of their turn, ending the effect on a successful save.
Using a Higher-Level Spell Slot: The radius increases by 5 feet and the damage increases by 1d6 for each slot level above 3rd.
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