More actions
- Affected entity has Disadvantage on Dexterity Saving throws.
- When there are 7 or more turns remaining, the entity must succeed a DC 12 Constitution saving throw or take 1d4Cold and become . On a successful save, it only takes half damage. Afterward, the frost sloughs away.
- Removed by .
Properties
MAG_FROST
: start of turn
: add to duration
Condition: Frozen
Duration: 2 turns
DC 12 Constitution saving throw
- Affected entity is utterly enamelled in ice and is Incapacitated. If it is dealt Bludgeoning, Thunder, or Force damage, the ice shatters, ending the condition.
- Gains Vulnerability to Bludgeoning, Thunder, and Force damage.
- Gains Resistance to Fire damage.
- Gains immunity to and .
Notes
- The in-game description is wrong; the cold damage comes from succeeding the saving throw, while the frozen effect is from failing it.[Needs Verification]
- Markoheshkir's Encrusted with Frost condition comes from the variant of Kereska's Favour.
- Testing as of Patch 7 confirms that the save is fixed DC 12, despite the combat log showing a variable DC calculation involving Proficiency and Spellcasting Ability Modifier bonuses.
Conditions with the same stack ID
Conditions with the stack ID MAG_FROST
, only one of these can be applied at the same time:
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