Description
As a Bonus action, you can freeze over the surface you are standing on within a 20-foot (81 cases) radius of yourself. A creature starting its turn in the surface takes 1d10 cold damage. This frozen surface counts as difficult terrain for other creatures.
'Use 5 sorcery points to activate. At the start of an enemy turn, they take (lvl)d10 of cold damage. When your opponent casts a spell or attacks, you can use 1 sorcery point to negate. The frostbite points are multiplied by 2. All attacks in this zone have an advantage. The domain acts as a barrier preventing enemies from leaving, but won''t stop anyone from entering. If a domain is already active and another user tries to activate their own, they must make a contested WIS check, with the loser’s domain breaking.'
'Each time you hit a creature with cold damage, add 1 Frostbite counter on it. If it reaches 6, the creature gets the “frostbite” effect. A Frostbitten creature remains Frostbitten for 10 minutes. A Frostbitten creature takes (sorcerer lvl)d6 cold damage whenever they would move any number of feet or cast a spell that requires the Somatic (S) component. A Frostbitten creature''s speed is reduced to 5 feet and they cannot gain bonuses to speed for the duration. A Frostbitten creature takes a -5 penalty to Dexterity saving throws, ability checks, and skill checks.'
Tess manifests her inner self into reality through Gaap, the demon. He takes the shape of an owl. His demonic traits can appear when in combat or if emotions take over.
'Gaap can move up to 15 feet from Tess. His turn comes before Tess''s turn.'
'If Tess doesn''t have spell slots left, her attack cantrips deal an additional 1d8 cold damage.'
If Tess would make a melee attack using STR or DEX, she can add 1d4 to the attack roll. Also, until the end of her current turn, she gains 1d6 temporary HP.
For the duration of the spell, Tess channels Gaap’s magic, enhancing her spells with increasing potency the closer she is to her target. Her spells deal an additional 1d4 cold damage for each step between her and the enemy, up to a maximum of 4d4—1d4 at four steps away, 2d4 at three steps, 3d4 at two steps, and 4d4 in melee range. If Tess takes down an enemy during the spell, its duration is extended by 1 turn.
Gaap can teleport Tess to any solid or liquid water point he can see at a maximum of 40 feet.
Gaap feasts on a corpse 5ft from him, giving back 1d6+4 HP to Tess. Each creature that sees it within 25ft (except allies) must succeed on a DC15 saving throw or be frightened. A creature that has already suffered this effect is immune to it for the next 24 hours.
Select one target creature in range. The target must succeed on a Dexterity saving throw or be frozen for the duration of the spell and gain 3 levels of Chilled. A frozen creature is deafened but can see normally. The ice trapping the creature has an AC equal to your CHA modifier and 10 Hit points. If its hit points are reduced to 0, the spell ends. Any excess damage is dealt to the creature. It can make a Strength saving throw to break out of the ice at the end of its turns.
A frigid beam of blue-white light streaks toward a creature within range. On a hit, it takes 2d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn.
You choose a portion of ice or snow that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways: If you target an area of loose ice or snow, you can instantaneously excavate it, move it along the ground, and deposit it up to 5 feet away. This movement doesnt have enough force to cause damage. You cause shapes, colors, or both to appear on the ice or snow, spelling out words, creating images, or shaping patterns. The changes last for 1 hour. If the ice or snow you target is on the ground, you cause it to become difficult terrain. Alternatively, you can cause the ice to become normal terrain if it is already difficult terrain. This change lasts for 1 hour. If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
You hurl a 4-inch-diameter sphere of energy at a creature that you can see within range. You choose acid, cold, fire, lightning, poison, or thunder for the type of orb you create, and then make a ranged spell attack against the target. If the attack hits, the creature takes 3d8 damage of the type you chose.
You conjure ice into the shape of a weapon in your free hand. The weapon can measure up to 1 foot. You can use an action to make a melee attack with the weapon. On a hit, the target takes 2d10 + 2 cold damage. If you let go of the spell, the blade turns into a poof of snow.
You quickly materialize a dome of ice protecting yourself and creatures within 5 feet of you. The dome of ice intercepts all attacks until the start of your next turn, absorbing the damage until it shatters. Any excess damage is transferred to you. The dome has an AC equal to your CHA stat and 25 Hit points.
Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.
You slam your palms onto the ground instantly freezing the air around you, creating spears of ice impaling everything around you, making the area this spell was casted in difficult terrain. Creatures in this spell radius, excluding yourself, must make a Dexterity saving throw, taking 3d10 cold damage on a failed save or half as much on a successful save.
You conjure up a wave of water that crashes down on an area within range. The area can be up to 30 feet long, up to 10 feet wide, and up to 10 feet tall. Each creature in that area must make a Dexterity saving throw. On a failure, a creature takes 4d8 bludgeoning damage and is knocked prone. On a success, a creature takes half as much damage and isn’t knocked prone. The water then spreads out across the ground in all directions, extinguishing unprotected flames in its area and within 30 feet of it.
The touch of your shadow-wreathed hand can siphon force from others to heal your wounds. Make a melee spell attack against a creature within your reach. On a hit, the target takes 3d6 necrotic damage, and you regain hit points equal to half the amount of necrotic damage dealt. Until the spell ends, you can make the attack again on each of your turns as an action.
You freeze water and air in front of you while launching it forwards, creating an innumerable onslaught of ice daggers that tear through everything in a 40-foot cone. Creatures in range must make a Dexterity saving throw. On a failed save, creatures take 4d8 cold damage and gain 2 points of Frostbite on a failure, or half as much on a success. If a construct, structure, or object would take damage from this spell, it takes double damage as its structural integrity is affected by the extreme cold.
You choose a warm shield (resistance to cold) or a chill shield (resistance to fire). When a creature within 5 feet hits you with a melee attack, they take 2d8 fire damage (warm) or 2d8 cold damage (chill). You can end the spell early with an action.