11.9 Cryomancy
Drain heat to injure and freeze foes.
Special Rules: Many spells from this mystic sphere become stronger if you spend ice crystals, and some spells generate ice crystals. You can normally have a maximum of three ice crystals. They grow on your body, but do not impede your movements or actions in any way. At the end of each round, if you did not gain or spend any ice crystals that round, one of your ice crystals melts.
11.9.1 Cantrips
| Crystal Growth ✨ | Standard action |
Tags: Cold
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If you have no ice crystals, you gain one ice crystal. If you have exactly one ice crystal, it does not melt this round.
11.9.2 Rank 1 Spells
| Cone of Cold ✨ | Standard action |
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Tags: Cold | Rank 1 |
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Make an attack vs. Fortitude against everything in a Small (15 ft.) cone from you. If you have no ice crystals, you gain an ice crystal.
Hit: 1d10 damage + half power.
Miss: Half damage.
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The damage increases by 1d6 for each rank beyond 1.
| Frostblade ✨ | Standard action |
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Tags: Cold | Rank 1 |
Cost: One optional ice crystal.
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This spell has no somatic components.
Make a melee strike. You use the higher of your magical power and your mundane power to determine your damage with the strike (see Power). If you spent an ice crystal, you gain a +2 accuracy bonus with the strike.
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The attack’s accuracy increases by +1 for each rank beyond 1.
| Ice Shield ✨ | Standard action |
Cost: One optional ice crystal.
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You are briefly shielded (+2 Armor and Ref). If you spent an ice crystal, you are also briefly empowered (add rank to damage). Because this ability has the Swift tag, this protects you from attacks during the current phase.
| Icecraft ✨ | Standard action |
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Choose one pool of unattended, nonmagical water within Short (30 ft.) range. This spell creates up to two weapons, suits of body armor, or shields from the target pool of water. You can create any weapon, shield, or body armor that you are proficient with, and which would normally be made of metal. It is sized appropriately for you, up to a maximum of a Medium size item. The pool of water targeted must be at least as large as the largest item you create.
An item created with this spell functions like a normal item of its type, with three exceptions. First, any strikes made with a weapon created with this ability have the Cold tag. Second, any creature wearing body armor created with this ability is impervious (+4 defenses) to Fire attacks. Third, whenever a creature using items from this ability loses hit points from a Fire attack, all of the items they are holding from this ability disappear. The items reappear at the end of the next round.
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Rank 2: If you create body armor or a weapon, it can be created from any metallic special material other than cold iron and dragonscale. The item’s rank cannot exceed your spellcasting rank with this spell.
| Icicle ✨ | Standard action |
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Tags: Cold, Manifestation | Rank 1 |
Cost: One optional ice crystal.
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Make an attack vs. Armor and Fortitude against something within Medium (60 ft.) range. If you spent an ice crystal, you only need to hit the target’s Armor defense.
Hit: 1d10 damage + half power.
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The damage increases by 1d6 for each rank beyond 1.
| Wall of Ice ✨ | Standard action |
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Tags: Barrier, Cold, Manifestation, Sustain (attuneable, minor) | Rank 1 |
Cost: You briefly cannot use this ability or any other Barrier ability.
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You create a Small (15 ft. long) wall of magical energy within Medium (60 ft.) range. The wall is visible as a wall of smooth, clear ice that does not block sight. Nothing can pass through the wall until it is destroyed.
The wall has hit points equal to your power. If it is destroyed, it automatically reforms at the end of the next round, ignoring any occupied spaces that would block the wall from reforming.
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Rank 3: You can choose to create a Medium (30 ft. long) wall instead.
Rank 5: You can choose to create a Large (60 ft. long) wall instead.
Rank 7: You can choose to create a Huge (90 ft. long) wall instead.
11.9.3 Rank 2 Spells
| Bonechill ✨ | Standard action |
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Tags: Cold | Rank 2 |
Cost: One ice crystal.
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When you cast this spell, ice forms on your body and the air chills around you. Next round, you can spend a standard action to make an attack vs. Fortitude against something within Short (30 ft.) range.
Hit: 1d6 damage plus 1d6 per 2 power, and any extra damage is doubled. In addition, the target is briefly slowed (-10 speed, -2 Armor and Ref).
Injury: The target is slowed as a condition.
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The damage increases by 2d6 for each rank beyond 2.
| Creeping Frost ✨ | Standard action |
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Tags: Cold | Rank 2 |
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Make an attack vs. Fortitude against everything in a Medium (30 ft. long), 5 ft. wide line from you. During your next action, make an attack vs. Fortitude against everything in a Medium (30 ft. long), 5 ft. wide line that continues straight from the end of the previous line. At the end of that round, you gain an ice crystal.
Hit: 1d10 damage + half power.
Miss: Half damage.
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The damage increases by 1d6 for each rank beyond 2.
| Frostbite ✨ | Standard action |
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Tags: Cold | Rank 2 |
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Make an attack vs. Fortitude against something within Short (30 ft.) range.
If you injure any Medium or larger creatures with this spell, you gain an ice crystal.
Hit: The target feels a growing chill. During your next action, it takes 1d6 damage per 2 power.
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The damage increases by 1d6 for each rank beyond 2.
| Skate ✨ | Standard action |
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You can move on top of water as if it were land. This also works on other liquids that can be frozen like water. At the end of each round, if you are standing on a Medium or larger freezable liquid and have no ice crystals, you gain an ice crystal.
11.9.4 Rank 3 Spells
| Chilling Slash ✨ | Standard action |
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Tags: Cold | Rank 3 |
Cost: One optional ice crystal.
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This spell has no somatic components.
Make a melee strike. You use the higher of your magical power and your mundane power to determine your damage with the strike (see Power). If you spent an ice crystal, you gain a +2 accuracy bonus with the strike.
Hit: The target feels a growing chill. During your next action, it takes 1d8 damage.
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The delayed damage increases by 1d8 for each rank beyond 3.
| Chillwind Dash ✨ | Standard action |
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Tags: Cold | Rank 3 |
Cost: You can increase your fatigue level by one to make this ability Swift.
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You teleport into an unoccupied destination on a stable surface within Short (30 ft.) range. If you have no ice crystals, you gain an ice crystal.
| Freezing Grasp ✨ | Standard action |
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Tags: Cold | Rank 3 |
Cost: One optional ice crystal.
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You must have a free hand to cast this spell.
Make an attack vs. Fortitude against something you touch.
Hit: 1d8 damage + power.
Injury: The target slowly begins freezing as a condition. After your action next round, it becomes slowed (-10 speed, -2 Armor and Ref). If you spent an ice crystal, it becomes slowed (-10 speed, -2 Armor and Ref) immediately.
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The damage increases by 1d6 for each rank beyond 3.
| Freezing Wind ✨ | Standard action |
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Tags: Cold | Rank 3 |
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Make an attack vs. Fortitude against all enemies in a Medium (30 ft.) cone from you.
If any Medium or larger creatures become slowed by this spell and were not already slowed, you gain a ice crystal.
Hit: The target becomes briefly slowed (-10 speed, -2 Armor and Ref).
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The attack’s accuracy increases by +1 for each rank beyond 3.
| Frost Breath ✨ | Standard action |
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For the duration of this spell, you can breathe cold like a dragon as a standard action. When you do, make an attack vs. Fortitude against everything in a Medium (30 ft.) cone from you. After you breathe cold, you briefly cannot do so again.
If any Medium or larger creatures lose hit points from this spell, you gain an ice crystal.
Hit: The target feels a growing chill. During your next action, it takes 1d6 damage plus 1d6 per 2 power.
Miss: Half damage.
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The damage increases by 2d6 for each rank beyond 3.
| Icy Shell ✨ | Standard action |
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Tags: Attune, Cold, Manifestation | Rank 3 |
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You are shielded (+2 Armor and Ref). At the end of each round, if you took damage from a Fire ability that round or are injured, you can spend an ice crystal. If you do not, this ability is dismisssed.
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Layers of ice form around you, shielding you from attacks until they are destroyed.
11.9.5 Rank 4 Spells
| Hailstorm ✨ | Standard action |
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Tags: Cold | Rank 4 |
Cost: One optional ice crystal.
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Choose a Small (15 ft.) radius within Short (30 ft.) range. Make an attack vs. Armor and Fortitude against everything in the area. If you spent an ice crystal, you only need to hit each target’s Armor defense. During your next action, this effect repeats in the same area.
Hit: 1d10 damage + half power.
Miss: Half damage.
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The damage increases by 1d6 for each rank beyond 4.
| Ice Globe ✨ | Standard action |
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Tags: Barrier, Cold, Manifestation, Sustain (attuneable, minor) | Rank 4 |
Cost: You briefly cannot use this ability or any other Barrier ability.
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You create a sphere of ice in a Small (15 ft.) sphere within Medium (60 ft.) range. The sphere fails to form in any occupied space, but its walls fill in the space as much as possible. It is visible as smooth, clear ice that does not block sight. Nothing can pass through the sphere until it is destroyed.
The sphere as a whole has hit points equal to your power. If it is destroyed, it automatically reforms at the end of the next round, ignoring any occupied spaces that would block the wall from reforming.
| Icicle Carapace ✨ | Standard action |
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Tags: Cold, Manifestation, Attune (deep) | Rank 4 |
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Whenever a creature makes a melee attack against you using a free hand or non-Long weapon, make a reactive attack vs. Armor and Fortitude against them.
Hit: 1d8 damage + power.
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The damage increases by 1d6 for each rank beyond 4.
| Mighty Icicle ✨ | Standard action |
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Tags: Cold, Manifestation | Rank 4 |
Cost: One optional ice crystal.
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Make an attack vs. Armor and Fortitude against something within Medium (60 ft.) range. If you spent an ice crystal, you only need to hit the target’s Armor defense.
Hit: 1d6 damage plus 1d6 per 2 power, and any extra damage is doubled.
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The damage increases by 2d6 for each rank beyond 4.
| Skyskate ✨ | Standard action |
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Tags: Attune, Cold, Manifestation | Rank 4 |
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Whenever you move using your walk speed, you can leave a trail of ice behind you. The ice lasts briefly before disappearing.
While you are leaving a trail of ice behind you, you can move into thin air by walking on your own ice trail, just as if it was solid ground. If you are still standing on your own ice trail when it disappears, you fall.
Creatures following closely behind you while you move may also be able to use your ice trail. However, most Large or larger creatures will break the ice trail if they step onto it, which may cause both of you to fall.
11.9.6 Rank 5 Spells
| Freezing Slash ✨ | Standard action |
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Tags: Cold | Rank 5 |
Cost: One optional ice crystal.
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This spell has no somatic components.
Make a melee strike that deals double damage. You use the higher of your magical power and your mundane power to determine your damage with the strike (see Power). If you spent an ice crystal, you gain a +2 accuracy bonus with the strike.
Hit: If your attack result also hits the target’s Fortitude defense, it is briefly slowed (-10 speed, -2 Armor and Ref).
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The attack’s accuracy increases by +1 for each rank beyond 5.
| Mighty Cone of Cold ✨ | Standard action |
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Tags: Cold | Rank 5 |
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Make an attack vs. Fortitude against everything in a Medium (30 ft.) cone from you. If you have no ice crystals, you gain an ice crystal.
Hit: 1d6 damage per 2 power.
Miss: Half damage.
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The damage increases by 1d6 for each rank beyond 5.
| Mighty Creeping Frost ✨ | Standard action |
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Tags: Cold | Rank 5 |
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This spell functions like the creeping frost spell, except that the damage increases to 1d6 damage plus 1d6 per 2 power.
| Rapid Freezing Grasp ✨ | Standard action |
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Tags: Cold | Rank 5 |
Cost: One optional ice crystal.
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You must have a free hand to cast this spell.
Make an attack vs. Fortitude against something you touch. If you spent an ice crystal, you gain a +2 accuracy bonus with the attack.
Hit: 1d6 damage plus 1d6 per 2 power.
Injury: The target becomes slowed (-10 speed, -2 Armor and Ref) as a condition.
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The damage increases by 2d6 for each rank beyond 5.
11.9.7 Rank 6 Spells
| Enduring Icy Shell ✨ | Standard action |
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Tags: Attune, Cold, Manifestation | Rank 6 |
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You are shielded (+2 Armor and Ref). At the end of each round, if you took damage from a Fire ability that round or are injured, you can spend an ice crystal. If you do not, this effect is suppressed. When you stop being injured, this effect is immediately resumed.
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Layers of ice form around you, shielding you from attacks until they are destroyed.
| Greater Ice Shield ✨ | Standard action |
Cost: One optional ice crystal.
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You are briefly shielded (+2 Armor and Ref). If you spent an ice crystal, you are also briefly maximized (deal max damage). Because this ability has the Swift tag, this protects you from attacks during the current phase.
| Massive Freezing Wind ✨ | Standard action |
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Tags: Cold | Rank 6 |
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Make an attack vs. Fortitude against all enemies in a Large (60 ft.) cone from you.
If any Medium or larger creatures become slowed by this spell and were not already slowed, you gain a ice crystal.
Hit: The target becomes briefly slowed (-10 speed, -2 Armor and Ref). If it is injured, it is also slowed as a condition.
Critical hit: The condition must be removed an additional time before the effect ends.
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The attack’s accuracy increases by +1 for each rank beyond 6.
| Mighty Chilling Slash ✨ | Standard action |
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Tags: Cold | Rank 6 |
Cost: One optional ice crystal.
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This spell has no somatic components.
Make a melee strike. You use the higher of your magical power and your mundane power to determine your damage with the strike (see Power). If you spent an ice crystal, you gain a +2 accuracy bonus with the strike.
Hit: The target feels a growing chill. During your next action, it takes 1d6 damage per 2 magical power.
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The delayed damage increases by 3d6 for each rank beyond 6.
| Mighty Frost Breath ✨ | Standard action |
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This spell functions like the frost breath spell, except that the damage increases to 1d6 damage plus 1d6 per power, and the area increases to a Large (60 ft.) cone.
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The damage increases by 4d6 for each rank beyond 6.
| Mighty Frostbite ✨ | Standard action |
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Tags: Cold | Rank 6 |
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Make an attack vs. Fortitude against something within Short (30 ft.) range.
If you injure any Medium or larger creatures with this spell, you gain an ice crystal.
Hit: The target feels a growing chill. During your next action, it takes 1d6 damage plus 1d6 per power.
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The damage increases by 4d6 for each rank beyond 6.
11.9.8 Rank 7 Spells
| Massive Hailstorm ✨ | Standard action |
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Tags: Cold | Rank 7 |
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Choose a Medium (30 ft.) radius within Long (90 ft.) range. Make an attack vs. Armor and Fortitude against everything in the area. If you spent an ice crystal, you only need to hit each target’s Armor defense. During your next action, this effect repeats in the same area.
Hit: 1d6 damage plus 1d6 per 2 power.
Miss: Half damage.
| Mighty Bonechill ✨ | Standard action |
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Tags: Cold | Rank 7 |
Cost: One ice crystal.
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When you cast this spell, ice forms on your body and the air chills around you. Next round, you can spend a standard action to make an attack vs. Fortitude against something within Short (30 ft.) range.
Hit: 2d10 damage plus 1d10 per power, and any extra damage is tripled. In addition, the target is slowed (-10 speed, -2 Armor and Ref) as a condition.
| Mighty Freezing Slash ✨ | Standard action |
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Tags: Cold | Rank 7 |
Cost: One optional ice crystal.
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This spell has no somatic components.
Make a melee strike that deals triple damage. You use the higher of your magical power and your mundane power to determine your damage with the strike (see Power). If you spent an ice crystal, you gain a +2 accuracy bonus with the strike.
Hit: If your attack result also hits the target’s Fortitude defense, it is briefly slowed (-10 speed, -2 Armor and Ref).
Injury: The target is also slowed as a condition.
| Mighty Icicle Carapace ✨ | Standard action |
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Tags: Cold, Manifestation, Attune (deep) | Rank 7 |
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Whenever a creature makes a melee attack against you using a free hand or non-Long weapon, make a reactive attack vs. Armor and Fortitude against them.
Hit: 1d10 damage plus 1d10 per 2 power.