|You thrust your hand forwards and unleash a spray of liquid air. The cold is so intense, it blisters the skin and freezes opponents in place.|
|Every creature in a 5-meter cone has to make a Dexterity saving through. They take 3d6 cold damage and are chilled on a failure or half as much and are not chilled once on a success.|
The area of effect is covered in ice and becomes difficult terrain.
|Upcast: Spend an additional 2 Vitality to increase the damage dealt by 1d6 cold damage and the size of the cone 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.