Part of Destiny: Nimble
Condition: Chilled Does nothing on its own. If the target is Chilled again, it replaces Chilled for Slowed until the end of their turn. Chill lasts until end of combat.
Entropic Blast
Tier 1, AoEChills on hit. Slowed targets are Blinded until the end of their next turn.
Frost Armor
Tier 1, SelfCast only when Defending. Gain 2xKEY temp HP. The temp HP is lost at the start of your next turn, but all attackers that damage it become Chilled.
Shatter
Tier 2, Single TargetIf any die rolls max and the target is Chilled or hampered, this counts as a crit and gains +20 damage.
Coldsnap
Tier 3, SpecialCreatures in a 2x2 area within reach are Dazed and Chilled. On a failed STR save, they fall asleep instead, becoming incapacitated until their next 2 turns have passed, they take damage, or an ally uses an action to wake them up.
Stasis Fractures
Tier 4, Special5 continuous spaces within reach become Difficult Terrain. Creatures that enter these spaces take 2d6 damage for each space they touch. If they end their turn there, they become Chilled.
Arctic Storm
Tier 5, AoEThe area is difficult terrain until the end of your turn. Surviving creatures are Chilled and must make a STR save or be frozen in place (restrained) until the end of their next turn. Creatures already Slowed are Incapacitated instead.
Duskfield
Tier 6, SpecialCreate a reach 4 sphere of difficult terrain. All creatures within take 2d6+20 damage when they start or end their turn there and become Chilled.
Winter's Wrath
Tier 7, SelfBecome immune to any hindering effects and gain a Hover speed. You may cast Frost Armor for 0 Mana, and can defend using it multiple times per turn. The area you walk through becomes Stasis Fractures. When you drop concentration, immediately cast Arctic Storm.
Shaterdive
Tier 8, SpecialFly to a spot within range, then deal d66 in a 5x5 area. Creatures adjacent to the area take half as much. Becomes difficult terrain until end of your next turn and all creatures that pass through it are Chilled.
Shroud of Winter
Tier 9, AoEChoose any number of objects or creatures within reach to encase in ice, becoming Incapacitated and immune to damage/ negative effects until the start of their next turn. All other creatures and objects within Reach take d66 damage. Surviving creatures make a STR save or are incapacitated for 1 round.