Water molecules begin forming around your arms, encasing then in a thick layer of sharp and ragged ice.
Whenever you use the Attack action to do an Unarmed Strike, the damage becomes 1d4 + your spellcasting modifier + your Strength modifier of cold damage. You also gain +1 to your AC.
At the end of each turn, roll a d10. The ices spreads across your body a percent equal to the number rolled. You start at 10% when you initially cast this spell.
Different effects happen when you reach certain percents, such as:
•At 25%, you gain +2 to your AC, to a total of +3. However, you lose 5ft of movement.
•At 50%, you gain +2 to your AC, to a total of +5. However, you lose an additional 5ft of movement, to a total of 10ft.
•At 75%, you gain a total of +6 to your AC, and lose a total of 15ft of movement.
•And at 100%, you gain +8 to your AC, and lose 20ft of movement. You also gain resistance to cold damage. If you take damage while at 100%, you take an additional 1d4 piercing damage.
At Higher Levels:
At 3rd level, the damage die increases to 1d6. At 5th level, it increases to 1d8. At 7th, it increases to 1d10. At 9th, it increases to 1d12. Also, if this spell is cast at 9th level, whenever you roll the d10 for your percents, add your spellcasting modifier.
* - (A lock of frozen hair)
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