Cold Zone
When a creature starts their turn touching a Cold Zone or when they touch a Cold Zone for the first time on their turn, the creature must Pass an Grit Save or gain a stack of Slowed and Restrained.
At 2 stacks, a target that Fails the Grit Save also takes 1 Fluid/Ice Damage.
Cancellations:
- Each stack of Cold Zone and Fire Zone cancels one another.