You magically infuse water or snow within a crystal vial before splashing it in the direction of a target point or creature within range. The water immediately becomes a misty bolt of frost that streaks towards its target, dealing 4d12 plus your spellcasting ability modifier as cold damage on a hit and reducing the target's movement speed by 10 feet for 1 minute. If this spell misses, the target takes half the damage and its speed it not reduced. This icy snap also releases a cold snap, dealing 14 cold damage to all creatures and objects and instantly freezing any water in a 10 foot radius centered on the target, potentially creating difficult terrain or entrapping its target. If entrapped in ice, the target is restrained until the ice is broken or until they make a Strength (Athletics) check at a DC equal to your spellcasting save DC to break themselves free. Each attempt to break free of ice encasing a creature takes a full round. Ice created by this spell has the following statistics per 5 foot cube:
- 28 hit points and an AC of 10
- Immunity to Necrotic, Poison, and Psychic Damage.
- Resistance to Acid, Lightning, Radiant, and non-magical Bludgeoning, Piercing, and Slashing damage that is not adamantine
- Vulnerability to Fire and Thunder damage
- Any cold damage dealt to the ice restores hit points equal to the damage that would have been dealt.
- Each 5 foot cube of ice loses 4 hit points each round at the start of your turn if in temperatures above freezing, or 8 points in hot environments such as a desert or tropical rainforest.
At Higher Levels. When cast using a spell slot of 4th or higher level, increase the spell's target damage by 1d12, its area damage by 1, and the hit points of created ice by 2 for each level above 3rd at which the spell is cast.
* - (a crystal vial filled with water or snow)
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