> [!tip|no-i] # Winter's Guard
> An antiquated suit of plate armour, tinged with rust and covered in patches of moss and lichen that have grown over and into the armour itself. A fine layer of frigid hoarfrost coats the metal and flora.
>
> | Level | Power |
> | :-: | :- |
> | 1st | **Hoarfrost:** Once per week, creatures within Close range of you have their legs frozen to the ground and must succeed on a *Luck* (Dex) save or take `dice: 6d6` cold damage. Opposed Str check (Str 16) to break free. The frozen ground persists until melted; creatures move at a Slow pace while on it.
> | 2nd | **Winter's Tide:** Once per week, you may raise, spread, or otherwise shape `dice: 1d4+1` chunks of ice, each of which has a mass equal to a Close sized sphere. Each ice chunk takes an action to form.
> **Special:** Whosoever dons *Winter's Guard* must succeed on a -12 *Luck* (Will) save or be skinwalked by the White Lady. Removing the armour ends the effect. If you successfully resist the White Lady's power, you take `dice: 5d8` psychic damage and may use the armour for `dice: 2d6` days before having to make the *Luck* (Will) save again.