Freeze

You either freeze an area of water or attempt to freeze an enemy solid. Any creatures inside or partially within that radius must make a Dexterity saving throw, on a failed save creatures become restrained within the ice and take 2d6 cold damage. On a success, creatures are instead moved to the edge of the spell’s radius.
 * Freeze Water. You select a point within range and instantly freeze all liquid water within a 10 foot radius of that point.

A creature restrained by the ice can use its action to make a Strength check against your spell save DC. On a success, it frees itself and can move through the ice on it’s turn, treating the area of ice as difficult terrain

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the radius of frozen water increases by 5 feet when freezing water, or when freezing flesh you produce one additional ray for each slot level above 1st.
 * Freeze Flesh. You create a ray of freezing energy and hurl it at a target within range. Make a ranged spell attack. On a hit, the target takes 2d6 cold damage and must make a Constitution saving throw, on a failed save they become restrained until the end of your next turn.