Piercing cold floods the creature's mind. Robust creatures may be able to stand their ground while others may falter, clutching their head in pain as the spell washes over them and hinders their faculties.
Select any creature within range that you are aware of and it must make a Constitution saving throw. On a failure they suffer 3d6 cold damage and are affected by one of the debuffs listed below for a number of rounds equal to your spellcasting modifier. On a success, the damage and duration are halved. The affected creature may attempt this saving throw again at the end of each of its turns and the debuff immediately ends on a success, or it may spend its entire round concentrating to overcome the effects.
Roll a d4 to see which of the following debuffs overcome them. (Note: Your DM may wish to roll this in secret and roleplay the effects.)
1. They are deafened as their ears are filled with the din of cracking ice. Any spells or abilities requiring concentration fail, and they are otherwise afflicted by deafness with all the associated benefits and drawbacks.
2. They are virtually blinded as their eyes are filled with a crystalline white haze. They are subject to disadvantage on all attack rolls (spells/melee/ranged), and visibility is reduced to 30 feet.
3. They are virtually muted as the numbing cold cripples their mind. They are subject to disadvantage on any actions requiring speech, as well as all saving throws versus Intelligence, Wisdom, and Charisma.
4. They are rooted in place for one round, and then their movement is halved on subsequent rounds as they fight the chill spiking through their consciousness. They are at disadvantage on all saving throws versus Dexterity and Strength and are unable to make attacks of opportunity.
On subsequent casts, the target has a cumulative 25% chance to fully resist the secondary effects, until the next dawn. (Note: At the DM's discretion, targets with Cold Resistance may have a chance to reduce the spell's debuffs, and there may even be other magical items or spells that would otherwise reduce or negate them.)
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the target takes 1d6 extra damage for each slot level above 2nd.
* - (a scrap of yeti fur [exotic])Previous Versions
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