Level: Sor/Wiz 6
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Area: 10-foot-radius burst; see text
Duration: 1 round/level; see text
Saving Throw: Reflex partial; see text
Spell Resistance: Yes
Spell Points: 11
You creates a frigid globe of cold energy that streaks from your fingertips to the location you select, where it silently pulses out.
Each creature in the area takes 6d6 points of cold damage. An elemental (water) creature instead takes 12d6 points of cold damage. In addition, all creatures within the bursts are frozen in place, immobilized. The creatures remain immobilized for 1 round/level unless they succeed on a Reflex save (which reduces the duration as far as that creature is concerned to 1 round). An immobilized creature may attempt a DC 25 Strength check or a DC 25 Escape Artist check to escape as a full round action.
If the freezing sphere strikes a body of water or a liquid that is principally water (not including water-based creatures), the radius of the spell increases to 100’ (but never beyond the edge of the body of water, unless the edge is within the spell’s normal 10’ radius). This freezes the liquid over to a depth of 6 inches for 1 round per level.
Augment: For every additional spell point you spend, this spell deals an additional 1d6 points of damage to elemental (water) creatures. In addition, for every 2 additional spell points you spend, the damage against other creatures increases by 1d6.