As two actions, a frigid globe of cold energy streaks from your fingertips to a point of your choice within 20 meters, where it explodes. Each creature in a sphere centered on that point must make a Fortitude saving throw.
On a failure, it takes 4d8 cold damage and is slowed 1 until the end of its next turn.
On a critical failure, it takes twice as much damage and is slowed 2 until the end of its next turn.
On a success, it takes half as much damage.
On a critical success, it takes no damage.
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 nonmagical 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 a Brawn or Nimbleness check (its choice) against your spell save Difficulty 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 5 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.
Augment
You can increase the damage by 1d8 for each additional mana expended. If you expend 4 or more mana, the slowed level increases to 2.