You twist both hands to create a small ball of swirling and glittering white mist. Upon pulling your hands apart, it flies off leaving a white trail. Upon impact it explodes with a snap, causing spikes of dry ice to grow in every direction and freezing all in place. |
Target a point in range. Every creature in a 5-meter sphere centered on that point must make a Dexterity saving throw. A creature takes 5d6 cold damage and is frozen on a failure. On a success, it is dealt half as much damage and is chilled instead of frozen. The area of effect is frozen and covered in sharp icicles that point away from the point of impact, making it difficult terrain. Any creature that moves through it must succeed a Dexterity saving throw against your Spell Save DC, or fall prone. A creature only has to make this saving throw once per turn. Any creature that falls prone on affected ground or is forcefully moved into or over an affected surface takes an additional 1d8 piercing damage. The ice lasts for 1 minute before it sublimates and disappears. |
Upcast. Spend an additional 3 Vitality to increase the damage dealt by 1d6 cold damage and the radius by 1 meter. |
Chilled. A chilled creature has its movement speed halved and has disadvantage on checks to resist cold weather. If a chilled creature would be chilled again, it is frozen instead (see the condition). Taking a short or long rest removes the chilled condition. Frozen. A frozen creature is encased in a shell of ice. The creature is incapacitated (It can’t take Actions or Reactions) and can’t move or speak. -Attack Rolls against the creature have advantage. -The creature automatically fails Dexterity Saving Throws. -The creature has Resistance to all damage. -Taking fire damage ends the condition. At the start of its turn, a frozen creature may attempt a DC 10 Strength saving throw, ending the condition on a success. Prone. A prone creature moves by crawling at half speed, has disadvantage on attack rolls and an attack roll against the creature has advantage if the attacker is within 1 meter of the creature. Otherwise, the Attack roll has disadvantage. A creature can end the condition by using half its movement, or its bonus action, to stand up. |