|You form a shard of true ice and hurl it at your foe. It strikes in a poof of white mist, chilling them to the bone.|
|Make a ranged spell attack. On a hit, the target takes 1d6 cold damage and is chilled.|
|Upcast: Spend an additional 2 Vitality to increase the damage dealt by 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.