11.8 Cryomancy

PIC

Drain heat to injure and freeze foes.

Special Rules: Some spells from this mystic sphere can create icy terrain.

icy terrain: Icy terrain is covered in ice, making it hard to traverse. When an area becomes icy terrain, all water and solid ground in the area becomes covered in a layer of solid ice.

Creatures with a Large or lighter weight category can walk on ice-covered water. At the GM’s discretion, water-like liquids may also become icy terrain, or they may be unaffected. The ice is similar to natural ice, but since it was created recently by a spell, the effects of icy terrain do not have as much variance as natural terrain.

Icy terrain requires a DV 5 Balance check to move at full speed, so most creatures can move at half speed even if they are untrained (see Balance). When a Large or smaller creature takes damage from a non-Cold ability while on icy terrain, it must make a DV 5 Balance check to avoid falling prone (half speed, -2 Armor and Ref). Any individual creature only has to make this check once per phase. At the GM’s discretion, icy terrain may have additional effects in specific circumstances, such as on steep slopes.

If a 5-foot square of icy terrain takes any damage from a Fire ability, it is destroyed and becomes normal ground or water again. Ice covering solid ground can’t be damaged by non-Fire abilities, but ice covering water is destroyed if it takes any damage.

11.8.1 Cantrips

Chill

Usage time: Standard action.

Cold

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Make an attack vs. Fortitude against anything within Short (30 ft.) range.

Hit: 2 damage.

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Rank 2: The damage increases to 5.

Rank 4: The damage increases to 10.

Rank 6: The damage increases to 20.

Chill Air

Usage time: Standard action.

Cold

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The temperatuture of the air within a Medium (30 ft.) radius emanation from you is reduced by an amount of your choice, to a maximum reduction of 20 degrees Fahrenheit. You cannot reduce the temperature below 0 degrees in this way. This typically imposes no direct penalties on other creatures, but it may make them more or less comfortable depending on their preferred temperature.

This spell lasts until you use it again or until you dismiss it.

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Rank 3: You can choose to affect a Large (60 ft.) radius instead, and the maximum temperature change increases to 30 degrees.

Rank 5: You can choose to affect a Huge (90 ft.) radius instead, and the maximum temperature change increases to 40 degrees.

Rank 7: You can choose to affect a Gargantuan (120 ft.) radius instead, and the maximum temperature change increases to 50 degrees.

11.8.2 Spells

Freeze Poison

Rank 1

Usage time: Standard action.

Cold

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Choose yourself or one ally within Medium (60 ft.) range. 1 damage. In addition, it gains an additional success to resist a poison currently affecting it (see Poison).

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Rank 3: The number of additional successes increases to two. The target can split these successes among any number of different poisons affecting it.

Rank 5: The number of additional successes increases to three.

Rank 7: The number of additional successes increases to four.

Freezing Grasp

Rank 1

Usage time: Standard action.

Cold

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You must have a free hand to cast this spell.

Make an attack vs. Reflex against something you touch.

Hit: 1d6 damage +1 per 2 power. If the target loses hit points, it slowly begins freezing as a condition. After your action next round, it becomes slowed (half speed, -2 Armor and Ref).

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The attack’s accuracy increases by +1 for each rank beyond 1.

Icecraft

Rank 1

Usage time: Standard action.

Attune, Cold

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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.

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.

An item created with this spell functions like a normal item of its type, with three exceptions. First, any strikes that you make with a weapon created with this ability are magical ✨ abilities, so you use your magical power to determine your damage instead of your mundane power (see Power). Second, while wearing body armor from this spell, you are impervious to fire damage. Third, whenever you lose hit points from fire damage, all items you made with this ability disappear. They reappear at the end of the next round.

Icefield

Rank 1

Usage time: Standard action.

Cold, Sustain (attuneable, minor)

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A Medium (30 ft.) radius zone centered on you becomes icy terrain.

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Rank 3: You can choose to create a Large (60 ft.) radius instead.

Rank 5: You can choose to create a Huge (90 ft.) radius instead.

Rank 7: You can choose to create a Gargantuan (120 ft.) radius instead.

Icicle

Rank 1

Usage time: Standard action.

Cold, Manifestation

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Make an attack vs. Armor and Fortitude against anything within Medium (60 ft.) range.

Hit: 1d8 damage +1 per power. If the target loses hit points, is Large or smaller, and is on icy terrain, it falls prone (half speed, -2 Armor and Ref).

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The attack’s accuracy increases by +1 for each rank beyond 1.

Icy Shell

Rank 1

Usage time: Standard action.

Cold, Manifestation, Attune (deep)

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You cover your body with two layers of ice that crumple when they take damage. The ice does not cover your joints, allowing you to move freely. Whenever you would take damage from a non-Fire ability, you reduce that damage by 5, and one layer of ice is destroyed. If you take damage from a Fire ability, you do not reduce that damage, and all layers of ice are destroyed. When the last layer of ice is destroyed, this ability provides no further benefit.

If you take simultaneous damage from more sources than you have remaining layers, the remaining layers apply to the largest damage sources, and you take full damage from any lower damage values.

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Rank 3: The damage reduction increases to 10.

Rank 5: The damage reduction increases to 20.

Rank 7: The damage reduction increases to 40.

Wall of Ice

Rank 1

Usage time: Standard action.

Barrier, Cold, Manifestation, Sustain (attuneable, minor)

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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.

After using this ability, you briefly cannot use it or any other Barrier ability.

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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.

Chilling Aura

Rank 2

Usage time: Standard action.

Cold, Attune (deep)

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Whenever an enemy enters a Medium (30 ft.) radius emanation from you, make a reactive attack vs. Fortitude against them. After you attack a creature this way, it becomes immune to this attack from you until it finishes a short rest.

Hit: The target is chilled as a condition. While it is below its maximum hit points, it is slowed (half speed, -2 Armor and Ref).

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 2.

Cone of Cold

Rank 2

Usage time: Standard action.

Cold

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Make an attack vs. Fortitude against everything in a Small (15 ft.) cone from you. The area briefly becomes icy terrain.

Hit: 1d6 damage +1 per 2 power.

Miss: Half damage.

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The attack’s accuracy increases by +1 for each rank beyond 2.

Cryostrike

Rank 2

Usage time: Standard action.

Cold

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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).

Damaging Hit: If the target loses hit points from the strike, it is slowed as a condition.

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The attack’s accuracy increases by +1 for each rank beyond 2.

Frigid Nova

Rank 2

Usage time: Standard action.

Cold

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Make an attack vs. Fortitude against all creatures in a Small (15 ft.) radius from you. In addition, the area briefly becomes icy terrain.

Hit: Each target with no remaining damage resistance becomes slowed (half speed, -2 Armor and Ref) 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 2.

Skate

Rank 2

Usage time: Standard action.

Attune, Cold

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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. In addition, you move at double speed on icy terrain.

Chillwind Dash

Rank 3

Usage time: Standard action.

Cold

Cost: One optional fatigue level. If you pay this cost, the spell becomes Swift.

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You teleport into an unoccupied destination on a stable surface within Short (30 ft.) range. In addition, everything in a 5 ft. wide line between your starting location and your ending location briefly becomes icy terrain.

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Rank 5: The range increases to Medium (60 ft.) range.

Rank 7: The range increases to Distant (120 ft.) range.

Frost Breath

Rank 3

Usage time: Standard action.

Attune, Cold

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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 Large (60 ft.) cone from you. In addition, the area briefly becomes icy terrain. After you use this ability, you briefly cannot use it again.

Hit: 1d6 damage +1 per 2 power.

Miss: Half damage.

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The attack’s accuracy increases by +1 for each rank beyond 3.

Frostbite

Rank 3

Usage time: Standard action.

Cold

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Make an attack vs. Fortitude against anything within Short (30 ft.) range.

Hit: 1d8 damage +1 per power. If the target takes damage, its space and all squares adjacent to it briefly become icy terrain.

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The attack’s accuracy increases by +1 for each rank beyond 3.

Hailstorm

Rank 3

Usage time: Standard action.

Cold

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Make an attack vs. Armor and Fortitude against everything in a Small (15 ft.) radius within Medium (60 ft.) range.

Hit: 1d8 damage +1 per power. If a target loses hit points, is Large or smaller, and is on icy terrain, it falls prone (half speed, -2 Armor and Ref).

Miss: Half damage, and the target is not knocked prone.

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The attack’s accuracy increases by +1 for each rank beyond 3.

Icicle Carapace

Rank 3

Usage time: Standard action.

Cold, Manifestation, Attune (deep)

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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: 1d6 per 2 power.

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The attack’s accuracy increases by +1 for each rank beyond 3.

Ice Globe

Rank 4

Usage time: Standard action.

Barrier, Cold, Manifestation, Sustain (attuneable, minor)

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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.

After using this ability, you briefly cannot use it or any other Barrier ability.

Mass Skate

Rank 4

Usage time: Standard action.

Cold, Attune (target)

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This spell functions like the skate spell, except that it affects up to five creatures of your choice from among yourself and your allies within Medium (60 ft.) range.

Mighty Cryostrike

Rank 4

Usage time: Standard action.

Cold

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This spell functions like the cryostrike spell, except that if your attack result beats the target’s Fortitude defense, the strike deals extra damage equal to your power.

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The attack’s accuracy increases by +1 for each rank beyond 4.

Mighty Icicle

Rank 4

Usage time: Standard action.

Cold, Manifestation

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Make an attack vs. Armor and Fortitude against anything within Medium (60 ft.) range.

Hit: 1d8 damage plus 1d8 per 2 power. If the target loses hit points, is Large or smaller, and is on icy terrain, it falls prone (half speed, -2 Armor and Ref).

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The attack’s accuracy increases by +1 for each rank beyond 4.

Skyskate

Rank 4

Usage time: Standard action.

Attune, Cold, Manifestation

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Whenever you move using your land 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.

Efficient Cryostrike

Rank 5

Usage time: Standard action.

Cold

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This spell has no somatic components.

Make a melee strike that deals double weapon damage. You use the higher of your magical power and your mundane power to determine your damage with the strike (see Power).

Damaging Hit: If your attack result also beats the target’s Fortitude defense, it is slowed (half speed, -2 Armor and Ref) as a condition.

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The attack’s accuracy increases by +1 for each rank beyond 5.

Intense Freezing Grasp

Rank 5

Usage time: Standard action.

Cold

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You must have a free hand to cast this spell.

Make an attack vs. Reflex against something you touch.

Hit: 1d6 per 2 power. If the target takes damage, it is slowed (half speed, -2 Armor and Ref) as a condition.

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The attack’s accuracy increases by +1 for each rank beyond 5.

Massive Cone of Cold

Rank 5

Usage time: Standard action.

Cold

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Make an attack vs. Fortitude against everything in a Large (60 ft.) cone from you. The area briefly becomes icy terrain.

Hit: 1d8 damage +1 per power.

Miss: Half damage.

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The attack’s accuracy increases by +1 for each rank beyond 5.

Massive Frigid Nova

Rank 5

Usage time: Standard action.

Cold

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Make an attack vs. Fortitude against all creatures in a Huge (90 ft.) radius from you. In addition, the area briefly becomes icy terrain.

Hit: Each target with no remaining damage resistance becomes slowed (half speed, -2 Armor and Ref) 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 5.

Freezing Aura

Rank 6

Usage time: Standard action.

Cold, Attune (deep)

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This spell functions like the chilling aura spell, except that affected creatures become slowed even if they are at full hit points.

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The attack’s accuracy increases by +1 for each rank beyond 6.

Frozen Legs

Rank 6

Usage time: Standard action.

Cold

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Make an attack vs. Fortitude against one creature within Short (30 ft.) range. You gain a +2 accuracy bonus if the target is standing or swimming in water.

Hit: 1d6 damage plus 1d6 per 2 power. If the target loses hit points from this damage, it is immobilized (-4 Armor and Ref, cannot use movement speeds) as a condition. This condition is automatically removed if the target takes damage.

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The attack’s accuracy increases by +1 for each rank beyond 6.

Massive Hailstorm

Rank 6

Usage time: Standard action.

Cold

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Make an attack vs. Armor and Fortitude against everything in a Large (60 ft.) radius within Long (90 ft.) range.

Hit: 1d8 damage plus 1d8 per 2 power. If a target loses hit points, is Large or smaller, and is on icy terrain, it falls prone (half speed, -2 Armor and Ref).

Miss: Half damage, and the target is not knocked prone.

Mighty Frost Breath

Rank 6

Usage time: Standard action.

Attune, Cold

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This spell functions like the frost breath spell, except that the damage increases to 1d6 damage plus 1d6 per 2 power.

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The attack’s accuracy increases by +1 for each rank beyond 6.

Mighty Icicle Carapace

Rank 6

Usage time: Standard action.

Cold, Manifestation, Attune (deep)

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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.

Bonechill

Rank 7

Usage time: Standard action.

Cold

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Make an attack vs. Fortitude against one creature within Medium (60 ft.) range.

Hit: If the target has no remaining damage resistance, it becomes immobilized (-4 Armor and Ref, cannot use movement speeds) as a condition.

Critical hit: The condition must be removed an additional time before the effect ends.

Mighty Cryostrike+

Rank 7

Usage time: Standard action.

Cold

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This spell functions like the cryostrike spell, except that the strike deals double weapon damage. In addition, if your attack result beats the target’s Fortitude defense, the strike deals extra damage equal to 1d8 per 2 power.

Mighty Frostbite

Rank 7

Usage time: Standard action.

Cold

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Make an attack vs. Fortitude against anything within Short (30 ft.) range.

Hit: 1d10 damage plus 1d10 per 2 power. If the target takes damage, its space and all squares adjacent to it briefly become icy terrain.

11.8.3 Rituals

Cold Tolerance

Rank 1

Casting time: One minute.

Attune, Cold

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Choose either yourself or an ally or unattended object within Medium (60 ft.) range. The target suffers no harm from being in a cold environment. It can exist comfortably in conditions as low as -50 degrees Fahrenheit. Its equipment, if any, is also protected. This does not protect the target from cold damage.

This ritual requires one fatigue level from its participants.

Frostfall

Rank 4

Casting time: One hour.

Attune, Cold

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The temperature in a two mile radius cylinder-shaped zone from your location decreases rapidly. Over the next minute after you finish this ritual, the temperature decreases by 40 degrees Fahrenheit, to a minimum of -30 degrees. Unlike normal, this effect does not require line of effect to you. Instead, it affects all outdoor locations within the area. Even a thin barrier, such as a tent, is enough to protect locations from the effect of this ritual.

This ritual requires one fatigue level from its participants.

Froststorm

Rank 7

Casting time: One hour.

Attune, Cold

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This ritual functions like the frostfall ritual, except that the temperature in the area decreases by 60 degrees, to a minimum of -70 degrees.

This ritual requires one fatigue level from its participants.