TEXT: NEW ICE SPELLS 
  ENCASING ICE 
  8th-level conjuration (Druid, Sorcerer, 
  Warlock, Wizard) 
  Casting Time: 1 action 
  Range: 150 feet 
  Components: V, S, M (a bit of water) 
  Duration: Concentration, up to 1 hour 
  You conjure a block of ice at a location within range. The 
  ice consists of up to three 15-foot-cubes, which you can 
  arrange as you wish. Each cube must have at least one 
  face adjacent to the face of another cube. The ice is a 
  magical object with 20d6 + 100 hit points and 16 AC. It 
  grants cover and occupies space. It has immunity to cold 
  damage, vulnerability to bludgeoning, fire, and thunder 
  damage, and resistance to bludgeoning, piercing, and 
  slashing damage dealt by nonmagical weapons. The ice 
  lasts until it reaches O hit points or the spell ends. 
  Each creature in the ice when it appears can make a 
  Dexterity saving throw. On a success, it uses its reaction 
  to move up to half its speed so that it is no longer within 
  the block of ice. Otherwise, it is trapped in the ice. 
  The ice is translucent, so things can be seen through 
  it, and the inside is lightly obscured When you cast the 
  spelL you choose whether the ice is hollow or not. 
  Hollow. Each creature trapped in the ice block is 
  pushed entirely inside the ice if it wasn't already. The 
  inside is cool and lightly obscured by mist, and the walls 
  of the ice are 1 foot thick. 
  Not Hollow. Each creature trapped in the ice block is 
  restrained until the spell ends or it escapes. A trapped 
  creature must make a Constitution saving throw at the 
  start of each of its turns, taking 6d10 cold damage on a 
  failed save, or half as much damage on a success. Any 
  creature whose space is entirely within the ice is also 
  paralyzed and can't breathe while restrained by it. 
  A creature restrained by the ice can use its action to 
  attempt to escape by breaking free of the ice, even if it is 
  paralyzed by the ice. It makes a Strength check against 
  your spell save DC, with disadvantage if its paralyzed by 
  the ice. On a success, it frees itself and breaks the ice in 
  its space. When the ice surrounding a creature is broken 
  in this way, it is freed even if it didn't attempt to escape. 
  Every 5-foot cube portion of ice that is broken reduces 
  the block's hit points by 15. 
  ART CREDIT: "Deep Freeze" by Svetlin Velinov 
  BY BENEVOLENT EVIL (@EvilBcPcvolc-nt) 
  ICE SCULPTURE 
  2nd-level conjuration (Artificer, Druid, Sorcerer, Wizard) 
  Casting Time: 1 action 
  Range: 30 feet 
  Components: V, S 
  Duration: 10 minutes 
  You conjure a magical chunk of ice into an unoccupied 
  space that you can see within range. The ice created 
  must be no larger than a 10-foot cube, and the ice must 
  be of a form that you have seen before, though the form 
  need not have been made of ice when you saw it. This 
  spell cannot create complicated machinery with moving 
  parts, such as a clock or firearm. When you cast the spelL 
  you also choose whether the ice is clear and transparent 
  or cloudy and heavily obscured 
  The ice has hit points equal to 5d8 + twice your spell-
  casting modifier (minimum 5 hit points), and its AC is 
  equal to 10 + your spellcasting modifier. It has immunity 
  to cold damage, but it has vulnerability to bludgeoning, 
  fire, and thunder damage. The ice object is destroyed 
  when it reaches O hit points or the spell ends. 
  The ice melts after 2d4 minutes in a hot environment, 
  and only 1 minute in an extremely hot environment. 
  At Higher Levels. When you cast this spell using a 
  spell slot of 3rd level or higher, the hit points of the ice 
  increase by 2d8 for each slot level above 2nd, and the 
  maximum size of the object increases by 5 feet for every 
  3 slot levels above 2nd 
  ( vl.0) FROM THE ELEMENTS AND 
  BEYO"lD 
  D&D UNLEASHED 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/D&D Unleashed/Previews from The Elements & Beyond/D&D Unleashed -- Ice Conjurations (1p0).pdf