Vitality Cost

4

Casting Time

1 Action

Requires

Somatic

Range

20 Meters/ 10-Meter Radius

Duration

1 Minute

Attack/Save

You pull back your arms, gathering white mist as you do. As you thrust them forward, a storm of white particles and mist streams away from you, and falls down over an area, blanketing it in a thick layer of chilling snow.
Choose a 10-meter radius no more than 20 meters away. You unleash a stream of dry ice snow that flies in an arc and blankets the chosen area. The area becomes difficult terrain. A creature that ends its turn in the snow takes 1d6 cold damage and is chilled. The snow sublimates and disappears after 1 minute.
Upcast: Spend an additional 1 Vitality to increase the radius of the snow 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.

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