You channel a violent, miniature tempest into a high-pressure core of swirling rime and gale-force frost, launching it like an aerodynamic slug toward a creature within range. Make a ranged spell attack against the target.
As the projectile travels, its pressure containment destabilizes into a violent atmospheric vortex. The single-target kinetic force and the resulting footprint of treacherous, freezing terrain scale based on the distance between you and the target when fired:
Short Range (Up to 30 feet):
On a hit, the target takes 2d8 cold damage
A light frost coats the ground, creating a 5-foot radius patch of slick ice centered on the point of impact that persists as difficult terrain for the duration.
Medium Range (35 to 60 feet):
On a hit, the target takes 3d8 cold damage
The containment shell ruptures, unleashing an expanding squall. A 15-foot radius centered on the point of impact becomes an icy storm zone that persists as difficult terrain for the duration.
Any creature that enters this area for the first time on a turn or starts its turn there must succeed on a Dexterity saving throw against your spell save DC or fall prone on the slick surface.
Long Range (65 to 120 feet):
The bullet reaches terminal velocity, tearing open into a full-scale blizzard blast upon detonation. On a hit, the target takes 4d8 cold damage
An automated shockwave explodes outward: all other creatures within a 20-foot radius of the point of impact must make a Dexterity saving throw against your spell save DC, taking 2d8 cold damage on a failure, or half as much on a success.
The entire 20-foot radius becomes shrouded in freezing drifts and jagged rime, persisting as difficult terrain for the duration without requiring concentration. When a creature enters the area for the first time on a turn or starts its turn there, it must succeed on a Dexterity saving throw or fall prone, and the driving snow lightly obscures the area.
Critical Hit Effect: Flash Freeze
On a critical hit, the core implodes directly against the primary target, causing an instant flash freeze: the attack damage dice are doubled, and the primary target is encased in solid ice, becoming Restrained until the end of its next turn or until it (or an adjacent creature) uses an action to break the rime with an Athletics check against your spell save DC.
At Higher Levels
When you cast this spell using a spell slot of 3rd level or higher, the primary impact damage increases by 1d8 cold damage for each slot level above 2nd across all distance bands. In addition, when cast with a spell slot of 4th level or higher, the long-range secondary explosion damage increases by 1d8 cold damage for every two slot levels above 2nd.
* - (Chunk of melted ice)Previous Versions
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10/9/2026 2:18:44 AM
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