Creeping Chill

You call forth an ancient chill wind, snuffing fires and freezing the ground beneath you. You project an aura of intense cold in a 10 foot radius around you.

Any creature other than you that enters this area for the first time on a turn or ends their turn there must make a Constitution saving throw. On a failed save they take 1d6 cold damage and have their movement speed reduced by half until the end of their next turn.

The aura also extinguishes candles, torches, and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dim and has a 50 percent chance to extinguish them.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage caused by the aura increases by 1d6 for each slot level above 2nd.