Freezing Sphere
6th-level evocation · 10d6 Cold damage, average 35
35 average Cold damage · 10–60
Roll Freezing Sphere
Press a roll button. The dice land here.
Spell details
- Level
- 6th-level
- School
- Evocation
- Casting time
- Action
- Range
- 300 feet
- Components
- V, S, M (a miniature crystal sphere)
- Duration
- Instantaneous
- Classes
- Sorcerer, Wizard
- Save
- Constitution (half on success)
Freezing Sphere damage by level
| Cast at | Dice | Average | Range | On a save |
|---|---|---|---|---|
| 6th slot | 35 | 10–60 | 17.2 | |
| 7th slot | 38.5 | 11–66 | 19 | |
| 8th slot | 42 | 12–72 | 20.8 | |
| 9th slot | 45.5 | 13–78 | 22.5 |
“On a save” is the average of half each roll, rounded down, as the rules do it.
The odds of 10d6
| Total | Chance |
|---|---|
| 23 or more | 99% |
| 35 or more | 54% |
| 48 or more | 1% |
| 55 or more | <1% |
Freezing Sphere against other 6th-level damage spells
By average damage on one target, Freezing Sphere ranks 5th of 9 6th-level damage spells in the SRD. Area, saves and riders are not counted here; read each spell.
| Spell | Dice | Average |
|---|---|---|
| Disintegrate | 10d6 + 40 | 75 |
| Harm | 14d6 | 49 |
| Chain Lightning | 10d8 | 45 |
| Circle of Death | 8d8 | 36 |
| Freezing Sphere | 10d6 | 35 |
| Wall of Ice | 10d6 | 35 |
| Blade Barrier | 6d10 | 33 |
| Wall of Thorns | 7d8 | 31.5 |
| Sunbeam | 6d8 | 27 |
Rules 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 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 for each spell slot level above 6.
This page includes material from the System Reference Document 5.2.1 (“SRD 5.2.1”) by Wizards of the Coast LLC, available at dndbeyond.com/srd. The SRD 5.2.1 is licensed under the Creative Commons Attribution 4.0 International License. The averages, odds and tables are ours.