Raise your arms, spin in a pirouette and pull them back down. A wave of thick white mist is blasted over the ground, covering it in a perfectly smooth layer of dry ice. Those caught by the wave have their legs covered in ice and frozen in place. |
The terrain in a 10-meter radius centered on you becomes frozen ground. Each creature in the radius must make a Dexterity saving throw. A creature takes 2d6 cold damage and is restrained on a failure. It takes half as much damage and is not restrained on a success. A restrained creature may make a Strength saving throw at the end of each of its turns, ending the restrained effect on a success. The ice sublimates after 1 minute, freeing any creatures still affected and removing the difficult terrain. |
Upcast: Spend an additional 4 Vitality to increase the damage dealt by 1d6 cold damage and the size of the radius by 1 meter. |
Restrained. A restrained creature’s speed is 0, it can’t benefit from any bonus to its speed and has disadvantage on Dexterity saving throws. Attack Rolls against the creature have advantage, and the creature’s Attack Rolls have disadvantage. |