Diamond Dust
You supercool the nearby air, forming a cloud of dancing ice crystals in an emanation around you. A creature other than you that enters the area or ends its turn within the area takes 2d6 cold damage. A creature can take this damage only once per turn. The crystals scatter and refract light; if a light effect enters diamond dust's area, any creatures targeted by that effect gain a +2 status bonus to AC and saves against it. While the spell persists, you can activate or deactivate this aura by Sustaining the spell. You can Dismiss this spell.
Heightened (+2) The damage increases by 1d6.
Traits
An aura is an emanation that continually ebbs out from you, affecting creatures within a certain radius. Aura can also refer to the magical signature of an item.
This indicates abilities from the cleric class.
Effects with this trait deal cold damage. Creatures with this trait have a connection to magical cold.
An action with this trait requires a degree of mental concentration and discipline.
Focus spells are a special type of spell attained directly from a branch of study, from a deity, or from another specific source. You can learn focus spells only through special class features or feats, rather than choosing them from a spell list. Furthermore, you cast focus spells using a special pool of Focus Points—you can't prepare a focus spell in a spell slot or use your spell slots to cast focus spells; similarly, you can't spend your Focus Points to cast spells that aren't focus spells.
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can't perform actions with this trait. Manipulate actions often trigger reactions.