# Investiture of Ice *6th-level, Transmutation* - **Casting time:** 1 Action - **Range:** Self - **Components:** V, S - **Duration:** Concentration, up to 10 minutes Until the spell ends, ice rimes your body, and you gain the following benefits: - You are immune to cold damage and have resistance to fire damage. - You can move across difficult terrain created by ice or snow without spending extra movement. - The ground in a 10-foot radius around you is icy and is difficult terrain for creatures other than you. The radius moves with you. - You can use your action to create a 15-foot cone of freezing wind extending from your outstretched hand in a direction you choose. Each creature in the cone must make a Constitution saving throw. A creature takes `4d6` cold damage on a failed save, or half as much damage on a successful one. A creature that fails its save against this effect has its speed halved until the start of your next turn. **Classes**: [Bard](/3-Mechanics/CLI/lists/list-spells-classes-bard.md); [Druid](/3-Mechanics/CLI/lists/list-spells-classes-druid.md); [Sorcerer](/3-Mechanics/CLI/lists/list-spells-classes-sorcerer.md); [Warlock](/3-Mechanics/CLI/lists/list-spells-classes-warlock.md); [Wizard](/3-Mechanics/CLI/lists/list-spells-classes-wizard.md) *Source: Xanathar's Guide to Everything p. 159*