Freezing
Sphere
Range long (400 ft. + 40 ft./level)
Target, Effect, or Area see text
Duration instantaneous or 1 round/level; see text
Saving Throw Reflex half; see text; Spell Resistance yes
DESCRIPTION
Freezing sphere creates a frigid globe of cold energy that streaks from
your fingertips to the location you select, where it explodes in a
40-foot-radius burst, dealing 1d6 points of cold damage per caster level
to each creature in the area. A creature of the water subtype instead
takes 1d8 points of cold damage per caster level and is staggered for 1d4
rounds.
If the freezing sphere 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 in a 40-foot radius. This ice lasts for 1
round per caster level. Creatures that were swimming on the surface of a
targeted body of water become trapped in the ice. Attempting to break free
is a full-round action. A trapped creature must make a DC 25 Strength
check or a DC 25 Escape Artist check to do so.
You can refrain from firing the globe after completing the spell, if you
wish. Treat this as a touch spell for which you are holding the charge.
You can hold the charge for as long as 1 round per level, at the end of
which time the freezing sphere bursts centered on you (and you receive no
saving throw to resist its effect). Firing the globe in a later round is a
standard action.