Flash Freeze

Vitality Cost

6

Casting Time

1 Action

Requires

Somatic

Range

15 Meters

Duration

Instant

Attack/Save

Str Save
Frost forms on your fingers. You push them together as though you were forming an invisible snowball and as you do, the air around your foe freezes solid around them.
Target a creature in range. The target takes 2d6 cold damage and must succeed a Strength saving throw. On a failure, it is frozen and on a success, it is chilled.
Upcast: Spend an additional 3 Vitality to deal an extra 1d6 cold damage.
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.

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