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 atDiceAverageRangeOn a save
6th slot3510–6017.2
7th slot38.511–6619
8th slot4212–7220.8
9th slot45.513–7822.5

“On a save” is the average of half each roll, rounded down, as the rules do it.

The odds of 10d6

10: 0.00%11: 0.00%12: 0.00%13: 0.00%14: 0.00%15: 0.00%16: 0.01%17: 0.02%18: 0.04%19: 0.08%20: 0.14%21: 0.24%22: 0.40%23: 0.63%24: 0.95%25: 1.37%26: 1.90%27: 2.54%28: 3.26%29: 4.05%30: 4.85%31: 5.61%32: 6.29%33: 6.82%34: 7.15%35: 7.27%36: 7.15%37: 6.82%38: 6.29%39: 5.61%40: 4.85%41: 4.05%42: 3.26%43: 2.54%44: 1.90%45: 1.37%46: 0.95%47: 0.63%48: 0.40%49: 0.24%50: 0.14%51: 0.08%52: 0.04%53: 0.02%54: 0.01%55: 0.00%56: 0.00%57: 0.00%58: 0.00%59: 0.00%60: 0.00%
10chance of each total for 10d660
TotalChance
23 or more99%
35 or more54%
48 or more1%
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.

SpellDiceAverage
Disintegrate10d6 + 4075
Harm14d649
Chain Lightning10d845
Circle of Death8d836
Freezing Sphere10d635
Wall of Ice10d635
Blade Barrier6d1033
Wall of Thorns7d831.5
Sunbeam6d827

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.