Ice is like a cold glass; it is hard, frail, and sharp. The Ice theme focuses on cold damage and slow effects, with some protection and utility.
Spells from the Ice theme allow you to freeze creatures, cover areas in bitter cold, encase yourself in ice, spear creatures with ice, conjure frost fogs, rain sleet and ice, create walls of ice, animate creatures of ice, assume the form of ice, and unleash blizzards.
Power sources
Primal
Table of contents
Ice feats
You can take each feat only once, unless the feat’s description says otherwise. You must meet any prerequisite specified in a feat to take that feat. If you ever lose a feat’s prerequisite, you can’t use that feat until you regain the prerequisite.
Borealis
You are proficient with Linguistics (Aquan) and whenever you make a Charisma check when interacting with elementals, you have advantage.
Additionally, you are unhindered by difficult terrain caused by ice or water.
Prerequisites: You must have a magical or physical means of gaining this resistance. Speak to your GM.
Prerequisites: The ability to cast at least one ice spell
You gain the ability to turn areas of water to ice.
If it is raining, you can use an action to cause the rain to fall as sleet in a 4-meter radius cylinder centered on you. If it falls as sleep the area is lightly obscured and the ground becomes covered in slippery ice for 1 minute. A creature that enters the area or ends its turn there must succeed on a Reflex saving throw or fall prone. You can end this effect on your turn (no action required).
If it is raining, you can use an action to cause the rain to fall as snow in a 4-meter radius cylinder centered on you. The area is heavily obscured and the ground becomes difficult terrain for 1 minute. You can end this effect on your turn (no action required).
You can move across any water surface as if it were solid ground as your steps create ice patches on the top of the water for 1 minute.
Ice Adept
Prerequisites: The ability to create a concoction or cast a spell that deals cold damage
When a creature rolls a 1 on a damage die for a concoction you created or you roll a 1 on a damage die for a spell you cast that deals cold damage, you or the creature can reroll the die.
Ice Master
Prerequisites: Ice Adept feat
Concoctions you create and spells you cast ignore resistance to cold damage.
Ice Flows
Prerequisites: The ability to cast at least one spell
You are unhindered by difficult terrain caused by ice and you cause the ground beneath you to transform into shifting glaciers. Your walking speed is increased by 4 meters as the glaciers propel you forward and the ground you move on is turned into difficult terrain for 1 minute. You can start or end this feature once on your turn.
Ice concoctions
unstable, 1 minute/catalyst
As an action, you can create a vial of light blue liquid. As an action, a creature can throw the vial at a point within 5 meters, shattering it on impact. Each creature in a sphere centered on that point must make a Fortitude saving throw.
On a failure, it is slowed 1 for the duration.
On a critical failure, it is slowed 2 for the duration.
A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Augment
You can increase the slowed level by 1 for each additional catalyst expended.
unstable, 5 minutes/catalyst
As an action, you can create this dark, cold oil. As an action, a creature can coat one weapon with the oil to cause it to freeze creatures it hits. For the duration, the weapon deals an extra 1d4 cold damage.
Alternatively, you can touch a quiver containing arrows or bolts, granting the ammunition pulled from it the same effect. The oil’s effect ends on a piece of ammunition when it hits or misses.
Augment
You can increase the damage by 1d4 for each additional catalyst expended
3 hours/catalyst
As an action, you can create a vial of light blue liquid that continuously produces a coating of ice on the outside of the vial. A creature can drink the contents as an action. While it isn’t wearing armor a protective coating of ice surrounds its body until the effect ends. The creature’s Defense becomes 13 + half its Aptitude Bonus (min 1) + its Dexterity (max 4). The effect ends if the target dons armor or if it dismisses the effect (no action required).
As an action, you can create a vial of light blue liquid. As an action, a creature can throw the vial at its feet, shattering it on impact. Each creature other than the thrower in a sphere centered on the thrower must make a Fortitude saving throw.
On a failure, it takes 3d6 cold damage, is immobilized, and can’t take reactions until the end of its next turn.
On a critical failure, it takes twice as much damage.
On a success, it takes half as much damage.
On a critical success, it takes no damage.
Augment
You can increase the damage by 2d6 for each additional catalyst expended.
unstable, 1 minute/catalyst
As an action, you can create a vial of light blue liquid. As an action, a creature can throw the vial at a point within 5 meters, shattering it on impact. Each creature in a sphere centered on that point is affected. At the start of each of its turns for the duration, an affected creature must make a Fortitude saving throw.
On a failure, it takes 2d6 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.
Augment
You can increase the damage by 1d6 for each additional catalyst expended.
As an action, you can create a vial of liquid that tastes of snow. A creature can take the contents into their mouth and spit it out as an action as a blast of cold air erupts forth. Each creature in a cone or line must make a Reflex saving throw.
On a failure, it takes 3d6 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.
A creature killed by this spell becomes a frozen statue until it thaws.
Augment
You can increase the damage by 1d6 for each additional mana expended. If you expend 4 or more mana, the slowed level increases to 2.
1 minute/catalyst
As an action, you can create this vial of light blue liquid. As an action, a creature can throw the vial at a point within 5 meters. A thin layer of ice covers the ground in a sphere that is twice as big as normal centered on the point and turns it into difficult terrain for the duration.
When the ice appears, each creature standing in its area must succeed on a Reflex saving throw or fall prone. A creature that enters the area or ends its turn there must also make the saving throw.
A 1-meter square of ice has 3 health. The ice is an instantaneous effect, but persists as nonmagical ice. Under temperate conditions, the ice lasts 1 minute. In tropical environments, it might last only half as long. In cold environments where ice and snow persist without melting, it could last indefinitely.
Augment
You can expend 1 additional catalyst so a number of objects equal to the catalysts expended within the sphere that aren’t being worn or carried are frozen cold for the same duration as the ice slick. A creature that touches an object covered in this ice takes 4d6 cold damage when it touches the object and at the end of each of its turns while touching the object.
As an action, you can create this vial. As an action, a creature can throw the vial at a point within 5 meters, shattering it on impact. Each creature in a sphere centered on that point must make a Fortitude saving throw.
On a failure, it takes 3d8 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.
Augment
You can increase the damage by 1d8 for each additional catalyst expended.
You can expend 1 additional catalyst to increase the slowed level by 1.
1 hour/catalyst
As an action, you can create a vial liquid with white powder that is cold to the touch. A creature can drink the contents as an action so ice rimes its body. The creature has resistance to cold damage, ignores the effects of extreme cold, and can move across difficult terrain created by ice or snow without spending extra movement for the duration.
Augment
Immunity. You can expend 2 additional catalysts so the creature is immune to cold damage.
Fire Resistant. You can expend 1 additional catalysts so the creature has resistance to fire damage.
unstable, 5 minutes/catalyst
As two actions, you can create this bomb. As an action, a creature can throw this bomb at a point within 5 meters, where it explodes on impact. A billowing mass of icy and misty vapors spreads to fill a sphere for the duration. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 15 kilometers per hour) disperses it. A creature that enters the spell’s area for the first time on a turn or starts its turn there must make a Fortitude saving throw.
On a failure, it takes 4d4 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.
Augment
You can increase the damage by 1d4 for each additional catalyst expended.
You can expend 1 additional catalyst to increase the slowed level by 1.
You can expend 1 additional mana so the duration changes to 1 hour/catalyst.
As two actions, you create a vial of glue-grey liquid. As an action, a creature can coat one weapon with the oil to cause it to freeze a creature it hits. Alternatively, a creature can throw this vial at a point within 5 meters, shattering it on impact. A cloud of frozen air affects a creature in the space where the vial shatters. The creature must make a Fortitude saving throw.
On a failure, it takes 4d6 cold damage and is stunned until the end of its next turn.
On a critical failure, it takes twice as much damage.
On a success, it takes half as much damage.
On a critical success, it takes no damage.
Augment
You can increase the damage by 6d6 for each additional catalyst expended.
You can expend 1 additional catalyst so the duration changes to 1 minute/catalyst, unstable and the creature is stunned for the duration. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
You can expend 1 additional catalyst so the creature is paralyzed instead of stunned.
As two actions, you can create this bomb. As an action, a creature can throw this bomb at a point within 5 meters, where it explodes on impact. 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.
Ice spells
5 minutes
As an action, you can produce a small amount of snow or ice in your hand or shape an amount of water, ice, or snow within 10 meters and that fits within a 1-meter cube. You can produce one of the following effects:
- A ball of snow or a spike of ice forms in your hand. You can throw the snowball or icicle or stab a creature with the icicle. Make a melee or ranged spell attack against the target.
On a hit, it takes 1d10 bludgeoning or piercing (bludgeoning if it is a snowball, piercing if it is an icicle) damage.
On a critical hit, it takes twice as much damage.
On a miss by 4 or less, it takes half as much damage.
- If you target an area of loose snow, you can instantaneously excavate it, move it along the ground, and deposit it up to 1 meter away. This movement doesn’t involve enough force to cause damage. This can be used to create a small foxhole with half cover.
- You cause shapes, colors, or both to appear on the ice or snow, spelling out words, creating images, or shaping patterns. The changes last for 1 hour.
- You freeze water, provided that there are no creatures in it. The water unfreezes in 1 hour.
- You can melt ice or snow, provided that there are no creatures supported by it.
- You can create an item by freezing water or forming snow or ice. The item created cannot exceed half a cubic meter in volume. It melts early if it is exposed to extreme heat or a flame. Objects created in this manner may be used as tools, but they are too fragile to be extensively used. They are also too fragile to be used as weapons except for arrows, bolts, bullets, and darts (casting this spell will create up to three of such at once).
If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect on your turn (no action required).
At higher levels
This spell’s damage increases by 1d10 when you reach 9th level (2d10) and 17th level (3d10).
As an action, freezing cold afflicts a creature that you can touch or see within 10 meters. The creature must make a Fortitude saving throw.
On a failure, it takes 1d3 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.
At higher levels
This spell’s damage increases by 1d3 when you reach 9th level (2d3) and 17th level (3d3).
concentration, 1 minute/mana
As an action, make a weapon attack.
On a hit, add 2d8 + your spellcasting ability cold damage to the attack’s damage roll and the creature must succeed on a Fortitude saving throw or it is slowed 1 for the duration.
On a critical hit, add twice as much damage.
On a miss by 4 or less, add half as much damage.
The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Augment
You can increase the damage by 3d8 for each additional mana expended.
concentration, 1 minute/mana
As an action, you freeze the veins of up to two creatures that you can touch or see within 10 meters and within 5 meters of each other. Each target must succeed on a Fortitude saving throw or be slowed 1 for the duration.
A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Augment
You can target two additional creatures for each additional mana expended. The creatures must be within 5 meters of each other when you target them.
You can increase the slowed level by 1 for each additional mana expended.
As an action, a blast of cold air erupts from your hands. Each creature in a cone or line must make a Reflex saving throw.
On a failure, it takes 3d6 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.
A creature killed by this spell becomes a frozen statue until it thaws.
If the blast of cold air 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 the area. 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.
Augment
You can increase the damage by 1d6 for each additional mana expended. If you expend 4 or more mana, the slowed level increases to 2.
concentration, 5 minutes/mana
As an action, a weapon you touch becomes frozen. For the duration, the weapon deals an extra 1d4 cold damage.
Alternatively, you can touch a quiver containing arrows or bolts, granting the ammunition pulled from it the same effect. The spell’s magic ends on a piece of ammunition when it hits or misses.
Augment
You can increase the damage by 1d4 for each additional mana expended.
You can expend 1 additional mana to cause an additional weapon you touch to become frozen.
3 hours/mana
As an action, you touch a willing creature who isn’t wearing armor, and a protective coating of ice surrounds it until the spell ends. The target’s Defense becomes 13 + half its Aptitude Bonus (min 1) + its Dexterity (max 4). The spell ends if the target dons armor or if you dismiss the spell on your turn (no action required).
As an action, freezing cold spreads out from you. Each creature other than you in a sphere centered on you must make a Fortitude saving throw.
On a failure, it takes 3d6 cold damage, is immobilized, and can’t take reactions until the end of its next turn.
On a critical failure, it takes twice as much damage.
On a success, it takes half as much damage.
On a critical success, it takes no damage.
Augment
You can increase the damage by 2d6 for each additional mana expended.
Aura Borealis. You can expend 1 additional mana so the cold around you is continuous. The duration changes to 1 minute/mana, concentration and the cold spreads out from you in an aura shaped as a sphere. Until the spell ends, the aura moves with you, centered on you.
Whenever a creature enters the area for the first time on a turn or starts its turn there, it must make the Fortitude saving throw. The damage is reduced to 1d4 and additional augments to the damage increase the damage by 1d4 for each additional mana expended, instead of the normal increase.
concentration, 1 minute/mana
As an action, extreme cold afflicts a creature that you can touch or see within 10 meters. At the start of each of its turns for the duration, the creature must make a Fortitude saving throw.
On a failure, it takes 3d8 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 and and the effect ends.
On a critical success, it takes no damage and the effect ends.
Augment
You can increase the damage by 3d8 for each additional mana expended.
As a reaction, which you use when you are hit by an attack or missed by 4 or less that you can see or when you take fire damage, you can create a block of ice around you. Roll a d4 and add the result to your Defense until the start of your next turn, including against the triggering attack. You can do so after the roll but before any effects of the roll occur.
Additionally, you have resistance to fire damage until the start of your next turn.
Augment
You can expend 1 additional mana to trigger the spell when a creature that you can see within 10 meters is attacked. The attacked creature gains the benefits instead.
Ice Shelter. You can expend 2 additional mana to instead become encased in ice as the damage against you is halved. For 1 minute/mana or until you end this feature on your turn, a non magical dome of solid ice forms around you. The dome forms up to 30 centimeters away from your body in all directions and is 30 centimeters thick.
The dome is an object made of ice that can be damaged and thus breached. It has 12 Defense, 2 Soak, 30 Health, and it is vulnerable to fire damage. Reducing the dome to 0 health destroys it.
As an action, you create a shard of ice and fling it at a creature within 10 meters. Make a ranged spell attack against the target.
On a hit, it takes 2d8 piercing damage.
On a critical hit, it takes twice as much damage.
On a miss by 4 or less, it takes half as much damage.
Hit or miss, the shard then explodes around the creature. Each creature within 1 meter of that point must make a Reflex saving throw.
On a failure, it takes 2d6 cold damage.
On a critical failure, it takes twice as much damage.
On a success, it takes half as much damage.
On a critical success, it takes no damage.
If the knife 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 1 meter in radius. 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.
Augment
You can increase the piercing damage by 2d8 and the cold damage by 2d6 for each additional mana expended.
As an action, a thin layer of ice covers the ground in a sphere centered on a point within 10 meters and turns it into difficult terrain.
When the ice appears, each creature standing in its area must succeed on a Reflex saving throw or fall prone. A creature that enters the area or ends its turn there must also make the saving throw.
A 1-meter square of ice has 3 health. The ice is an instantaneous effect, but persists as nonmagical ice. Under temperate conditions, the ice lasts 1 minute. In tropical environments, it might last only half as long. In cold environments where ice and snow persist without melting, it could last indefinitely.
Augment
You can expend 1 additional mana so a number of objects equal to the mana expended within the sphere that aren’t being worn or carried are frozen cold for the same duration as the ice slick. A creature that touches an object covered in this ice takes 4d6 cold damage when it touches the object and at the end of each of its turns while touching the object.
As an action, a giant spear of ice lances up out of the ground within 10 meters. A spear is a stalagmite-like icicle shaped as a cylinder that has a diameter of 1 meter and a height of up to 2 meters. If a spear is created under a creature, it must make a Reflex saving throw.
On a failure, it takes 1d10 cold damage and 1d10 piercing damage and is knocked prone if it is Medium or smaller.
On a critical failure, it takes twice as much damage.
On a success, it takes half as much damage.
On a critical success, it takes no damage.
Ice spears created by this spell persist, melting depending on the surrounding environment. They can provide cover. An ice spear has 12 Defense, 2 Soak, and 20 Health.
Augment
You can increase the piercing damage by 2d10 and the cold damage by 1d10, increase the spear’s Defense by 2, and increase the spear’s Health by 15 for each additional mana expended.
You can create an additional spear for each additional mana expended. Additional augments to the damage increase the piercing damage by 1d10, increase the spear ’s Defense by 1, and increase the spear’s Health by 7 for each additional mana expended, instead of the normal increase. If a creature succeeds on the saving throw against one spear, it can’t be knocked prone by other spears from this casting of the spell.
1 hour/mana
As an action, ice rimes your body. You have resistance to cold damage, and ignore the effects of extreme cold, and can move across difficult terrain created by ice or snow without spending extra movement for the duration.
Augment
You can target one additional willing creature that you can touch or see within 10 meters for each additional mana expended. The creatures must be within 5 meters of each other when you target them.
Immunity. You can expend 2 additional mana so you are immune to cold damage.
Fire Resistant. You can expend 1 additional mana so you have resistance to fire damage.
Dampen Cold
As a reaction, which you use when you take cold damage, you gain resistance to cold damage until the start of your next turn.
Augment
You can expend 1 additional mana to trigger the spell when a creature that you can touch or see within 10 meters takes cold damage. The creature gains the resistance instead.
concentration, 1 hour/mana
As an action, snow falls in a cylinder twice as big as normal centered on a point within 20 meters. The area is heavily obscured, and exposed flames in the area are doused.
Augment
Sleet Storm. You can expend 1 additional mana so the ground in the area is covered with slick ice, making it difficult terrain. The duration changes to 5 minutes/mana. When a creature enters the spell’s area for the first time on a turn or starts its turn there, it must make a Reflex saving throw.
On a failure, it falls prone.
If a creature starts its turn in spell’s area and is concentrating on a spell, the creature succeed on a Will saving throw against your spell save Difficulty or lose concentration.
As a reaction, which you use when you are hit by an attack or missed by 4 or less, spectral frost rimes the creature who hit you. If the creature who damaged you is within 10 meters, it must make a Fortitude saving throw.
On a failure, it takes 2d8 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.
Augment
You can increase the damage by 3d8 for each additional mana expended.
concentration, 5 minutes/mana
As two actions, you call forth an ice elemental which appears in an unoccupied space that you can see within 10 meters. The elemental is an ice elemental companion, using 2 resources. The creature has no mana or stamina dice, but you can infuse it with mana, ki, or stamina dice by expending mana up to your mana limit or ki up to double your mana limit. For each mana or 2 ki you expend, the elemental gains 1 mana or 2 stamina dice. The elemental is friendly to you and your companions, and it disappears when it drops to 0 health or when the spell ends.
Any creature you animated with this spell acts after your turn. You can mentally command the creature if it is within 20 meters of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). The creature(s) will generally follow any specific verbal commands that you issue to them if the likely outcome is in accordance with its desires (no action required by you). For example you may command it to guard a particular chamber or corridor, explore the room ahead, or to attack a specific creature. If you don't issue any commands, they defend themselves from hostile creatures, but otherwise take no actions.
Augment
You can use an additional resource for each additional mana expended.
You can expend 2 additional mana to call forth another elemental.
concentration, 5 minutes/mana
As two actions, a billowing mass of icy and misty vapors appears in a sphere centered on a point within 20 meters. The cloud spreads around corners and is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 15 kilometers per hour) disperses it.
A creature that enters the spell’s area for the first time on a turn or starts its turn there must make a Fortitude saving throw.
On a failure, it takes 2d6 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.
At the start of each of your turns if the fog is within 20 meters of you, you can cause it to move up to 2 meters in a direction that you choose. If you spend an action, you can move it up to 10 meters.
Augment
You can increase the damage by 1d6 for every two additional mana expended.
You can expend 1 additional mana to increase the slowed level by 1.
You can expend 1 additional mana so the duration changes to 1 hour/mana.
As two actions, you freeze a creature that you can touch or see within 10 meters. The creature must make a Fortitude saving throw.
On a failure, it takes 4d6 cold damage and is stunned until the end of its next turn.
On a critical failure, it takes twice as much damage.
On a success, it takes half as much damage.
On a critical success, it takes no damage.
Augment
You can increase the damage by 6d6 for each additional mana expended. If this spell is augmented to target additional creatures, this damage is halved.
You can target one additional creature for each additional mana expended. The creatures must be within 5 meters of each other when you target them.
You can expend 1 additional mana so the duration changes to 1 minute/mana, concentration and the creature is stunned for the duration. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
You can expend 1 additional mana so the creature is paralyzed instead of stunned.
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.
concentration, 1 minute/mana
As two actions, you expose a creature that you can touch or see within 10 meters to cold. The creature must make a Fortitude saving throw.
On a failure, it loses any resistance to cold damage for the duration and the first time on each turn the creature takes cold damage, it takes an extra 2d6 cold damage.
Augment
You can target two additional creatures for each additional mana expended. The creatures must be within 5 meters of each other when you target them.
As two actions, a hail of rock-hard ice pounds to the ground at a point within 100 meters. Each creature in a cylinder centered on that point must make a Reflex saving throw.
On a failure, it takes 2d8 bludgeoning damage and 2d8 cold damage.
On a critical failure, it takes twice as much damage.
On a success, it takes half as much damage.
On a critical success, it takes no damage.
Hailstones turn the storm’s area of effect into difficult terrain until the end of your next turn.
Augment
You can increase the bludgeoning damage by 1d8 for each additional mana expended.
concentration, 5 minutes/mana
As two actions, you create a wall of ice twice as big as normal at a point within 20 meters that lasts for the duration. The wall can’t occupy the same space as a creature or object and doesn’t need to be vertical, though it needs a firm foundation.
If a creature would be surrounded on all sides by the wall (or the wall and another solid surface), that creature can make a Reflex saving throw.
On a success, it can use its reaction to move up to its speed so that it is no longer enclosed by the wall.
The wall is an object made of ice that blocks line of sight. The wall can be damaged and thus breached. It has 12 Defense, 2 Soak, and 1.5 Health per centimeter of thickness, and it is vulnerable to fire damage. Reducing a panel to 0 health destroys it and might cause connected panels to collapse at the GM’s discretion. When destroyed, it leaves behind a sheet of frigid air in the space the wall occupied. A creature moving through the sheet of frigid air for the first time on a turn must make a Fortitude saving throw.
On a failure, it takes 5d8 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.
You can use this spell to bridge a chasm or create a ramp. If you create a span greater than 4 meters in length, you must halve the size of each panel to create supports. You can crudely shape the wall to create crenellations, battlements, and so on.
If you maintain your concentration on this spell for its whole duration, the wall becomes permanent and can’t be dispelled. Otherwise, the wall disappears when the spell ends.
Augment
You can increase the damage by 3d8 for each additional mana expended.
concentration, 5 minutes/mana
As two actions, a churning snow storm forms, centered on a point you can see within sight range and spreading to a radius of 200 meters. Hailstones, gusts, and freezing rain assail the area under the cloud from the cloud. The area is difficult terrain and is heavily obscured. Ranged weapon attacks in the area are impossible. The wind and rain count as a severe distraction for the purposes of maintaining concentration on spells. Gusts of strong wind (at least 30 kilometers per hour) automatically disperse fog, mists, and similar phenomena in the area, whether mundane or magical.
A creature that enters the spell’s area for the first time on a turn or starts its turn there must make a Fortitude saving throw.
On a failure, it takes 1d8 cold damage and is slowed 2 until the end of its next turn.
On a critical failure, it takes twice as much damage and is slowed 4 until the end of its next turn.
On a success, it takes half as much damage.
On a critical success, it takes no damage.
As you spend 1 minute to cast this spell, you freeze a creature that you can touch or see within 5 meters in a solid block of ice. The target must succeed on a Fortitude saving throw or it is paralyzed and immune to all damage and effects while it is encased in ice; if it succeeds, it is immune to this spell if you cast it again.
While affected by this spell, the creature doesn’t need to breathe, eat, or drink, and it doesn’t age. Divination spells can’t locate or perceive the target.
Ending the Spell. During the casting of the spell, you can specify a condition that will cause the spell to end and release the target. The condition can be as specific or as elaborate as you choose, but the GM must agree that the condition is reasonable and has a likelihood of coming to pass. The conditions can be based on a creature’s name, identity, or deity but otherwise must be based on observable actions or qualities and not based on intangibles such as level, class, or health.
A dispel magic spell can end the spell only if it is cast using 5 mana.
Augment sizes
1 catalyst/mana | 2 catalysts/mana | 3 catalysts/mana | 4 catalysts/mana | 5 catalysts/mana | |
---|---|---|---|---|---|
Cone | 3 meters long | 5 meters long | 10 meters long | 10 meters long | 20 meters long |
Cylinder | 1-meter-radius, 3 meters high | 2-meter-radius, 6 meters high | 3-meter-radius, 9 meters high | 4-meter-radius, 12 meters high | 5-meter-radius, 15 meters high |
Line | 5 meters long, 1-meter wide | 5 meters long, 2-meter wide | 10 meters long, 2-meter wide | 10 meters long, 2-meter wide | 20 meters long, 2-meter wide |
Sphere | 1-meter-radius | 2-meter-radius | 3-meter-radius | 4-meter-radius | 5-meter-radius |
Wall | 5 meters long, 2 meters high, 1 meter thick | 5 meters long, 4 meters high, 1 meter thick | 10 meters long, 6 meters high, 1 meter thick | 10 meters long, 8 meters high, 1 meter thick | 20 meters long, 10 meters high, 1 meter thick |