As an action, a frigid globe of cold energy streaks from your fingertips to a point of your choice within 35 meters, where it explodes in a sphere. Each creature within the area must make a Fortitude saving throw.
On a failed save, a creature takes 3d12 cold damage and is slowed 1 until the end of its next turn.
On a successful save, a creature takes half as much damage and isn’t slowed.
If the globe strikes a body of water or a liquid that is principally water (not including water-based creatures), it freezes the liquid to a depth of 15 centimeters over an area equal to the radius of the sphere. The ice is an instantaneous effect, but persists as non-magical ice. Under temperate conditions, the ice lasts 1 minute. Creatures that were swimming on the surface of frozen water are trapped in the ice. A trapped creature can use an action to make an Acrobatics or Brawn check (its choice) against your spell save DC to break free.
You can refrain from firing the globe after completing the spell, if you wish. A small globe about the size of a sling stone, cool to the touch, appears in your hand. At any time, you or a creature you give the globe to can throw the globe (to a range of 12 meters) or hurl it with a sling (to the sling’s normal range). It shatters on impact, with the same effect as the normal casting of the spell. You can also set the globe down without shattering it. After 1 minute, if the globe hasn’t already shattered, it explodes.
You can increase the damage by 1d12 for each additional mana or psi expended.
You can increase the slowed level by 1 for each additional mana or psi expended.