2nd Level Tech Power
An explosion of cold energy erupts from a point you choose within range. Each creature in a 5-foot-radius sphere centered on that point must make a Dexterity saving throw. On a failed save, a creature takes 3d6 cold damage, and its speed is reduced by 10 feet until the start of your next turn. On a successful save, a creature takes half as much damage and isn’t slowed.
Potency Effect: When you cast this power using a tech slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.
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