ARCANE SPELL
LIST
MANA FROSTS
1 – Frost
Hand (E) – D:
1 min /
lvl R: S Curtains of cold
fog fall from caster’s
hand, which is wreathed in a pale blue light.
Touch will freeze over small vessels of liquid and make
some objects
brittle with chill, but will not harm the caster.
If the caster makes an unarmed attack that
results in a critical, there is a 50% chance that the target will also
sustain
an ‘A’ cold critical (use same roll result).
Caster’s hand must be bared and open when this spell is
initiated.
2 – Chill (F) -
R: 10’
D: 24 hr after concentration ceases.
Up to 1 cu ft / lvl of any inanimate, nonmetal solid or
liquid material
can be cooled to some temperature as low as –20F at the rate of 1 cu ft
/ rnd
of concentration. Material
carried on
someone’s person gets a RR to remain unaffected.
Material remains chilled for 24 hours (or
until effect is magically dispelled).
3 – Rime (F) – R: 1’
D: P
Caster, using a small amount of liquid held in his cupped
hand(s),
magically applies a uniform glaze of ice or frost to a solid, inanimate
object
not more than 1’ across its longest dimension.
Effect tends to be decorative.
If
local ambient temperature is above the freezing point of the liquid,
the glaze
will soon begin to melt.
4 – Wall of Cold (E) - D: 1 rnd / lvl R: 100’
Creates an opaque wall of flickering blue coldflame (up to
10’x10’x6’). Anyone
passing through it
takes an ‘A’ cold critical (no RR).
5 – Freeze (F) – As Chill,
except material is deep-frozen to
a temperature as low as –200F. In
environments of even modest humidity such material will quickly develop
a thick
coating of ice.
6 – Coldarmor (F) - R: 10’
D: 1 min/lvl
Target is protected from all naturally
occurring cold. Target
gets an
additional bonus of 20 on RR against cold attacks and adds 20 to
defense vs.
elemental cold attacks.
7 – Cold Ball (E) – R: 100’
A scintillating blue-white ball is launched
from the palm of the caster. It
explodes
to affect a 10’R area; results are determined on the Cold Ball Table.
8 – Lesser Iceblade (E) – R: S
D: 1 rnd/lvl
A thirty-inch “blade” of blue light and
cascading mist appears in the caster’s hand.
The blade is essentially a +10 magical melee weapon,
requiring one hand
to wield (fumble 01-02), striking on the broadsword table but
substituting a
cold critical for any indicated critical.
For the purposes of OB the caster can wield the blade as
either “similar”
to a broadsword (half ranks) or
learn
directed spell ranks in Lesser Blade
(same skill applies to both Ice and Fire).
While Speed or Haste can enable up to two attacks per
round, Strength magic or enhancers
(e.g. herb, adrenal, exceptional) will not multiply the concussion
damage. If the
blade is released, dropped, or in any
way “fumbled,” the spell ends early and the blade collapses and
disappears.
9 – Wall of Ice (E) – D: P
R: 100’
Summons a wall of ice up to 10’x10’x(2’ at base, 1’ at
top); it can be
melted through (100 hits) or
chipped
through (50 man-rounds) or toppled
if not adjacent to some support. If
temperatures are above freezing, the wall will eventually thaw and
crumble.
10 – Ice Bolt (E) – R: 100’
A bolt of ice is shot from the palm of the
caster; results are determined on the Ice Bolt Table.
11 – Circle of Cold (E) -
As Wall
of Cold, except “wall” is 10’ high and forms a 10’R circle
(6” thick) with
the caster at the center. The
wall will
not subsequently move with the caster.
A
22nd level caster can opt to spend 22 PP for a
12” thick wall that
does ‘B’ criticals, at 33rd level an 18” wall
doing ‘C’, etc.
12 – Water-to-Ice (E) –
D: P
R: 100’ Rapidly
freezes 10 cu ft
/ lvl of water into ice.
13 – Call Frosts (E) - D: 1 rnd / lvl R: 20’
An arbitrary region up to the size of a cube 20’ on a side
is suffused
with flickering blue coldflame. Anyone
passing through it during the round or remaining inside for the round
takes an
‘A’ cold critical (no RR). The
region
takes one complete round to form and be effective.
14 – Ice Armor (F) - R: 10’
D: 1 min/lvl
As Coldarmor,
except it also decreases all concussion hits due to cold by a factor of
½, and
decreases cold critical strikes by one level.
15 – Greater Iceblade (E) – R: S
D: 1 rnd/lvl
As Lesser
Iceblade, except as follows:
A
fifty-inch blaze of blue light and fog appears in the caster’s grasp. The mighty magical
force-blade is +30,
requires two hands to wield (fumble 01-04), and strikes on the
two-handed sword
table, rolling any critical on the cold critical table.
For the purposes of OB the caster can wield the
blade as either “similar” to a two-handed sword or
learn directed spell ranks in Greater Blade
(same skill applies to both Ice and Fire).
16 – Cold Ball (E) – As Cold
Ball above, except ball explodes
across a 20’R and range is up to 300’.
17 – Quench (E) – D: P
R: T
“Naturally” hot inanimate solids and liquids within a
three-foot radius of
the point touched are immediately cooled to the local ambient air
temperature
(as though they had been set apart and allowed to cool for hours). Caster will not be harmed
by the touch so
long as the hot area is not actively magical.
Quench is thus capable
of
cooling metal, stone and ceramic without cracking, utterly
extinguishing small
fires, transforming a clump of lava to rock, pulling pranks involving
“cold”
food, et cetera.
18 – Coldfire Shroud (F) -
D: 1 rnd/lvl
R: S Sheets
of condensation crash
down about the caster and a cold breeze billows outward. A flickering ice-blue glow
is complemented by
droplets of liquified air that coalesce and roll from the caster’s
figure. Caster and
items on his person are immune to
any natural cold as well as A, B, and C cold criticals; otherwise
caster takes
¼ damage from magical cold attacks and D or E criticals are treated as
A or B
respectively. Caster
suffers double
damage from successful fire attacks. Those who attempt to melee the
caster
(approaching within 5’) will take an ‘A’ cold critical by the end of
the
round. Those struck
by the caster in
melee will sustain a ‘B’ cold critical.
19 – Greater Frosts (E) – D: 1 rnd / lvl R: 50’
As Call Frosts, except
region
can be up to 50’ on a side and range is 50’, and a higher-level caster
can opt
to spend more PP to increase the intensity (38th
level caster may
expend 38 PP for ‘B’ criticals, etc.).
20 – Dead Zone (F) - D: (1 min startup,
then) 1 rnd/lvl of full effect
R:
10’ Caster
designates a region of any
shape within a 5’/lvl radius to be a no-man’s-land of magical cold. Effects take one full
minute after casting to
manifest, during which time the cold grows alarmingly, fires fade out,
mists
roll, and locations within the region make dramatic snapping and
crackling
noises. At full
effect, the region glows
faintly bluish and the boundary is marked by chill mists and a steep
dropoff in
temperature. Targets
(including caster)
passing through or remaining in the region once effects have manifested
must
make a RR (vs. level of spellcaster) every round or be damaged every
round the
RR is failed. Damage
is 1d10 / 10 RR
failure plus a cold critical, if applicable: RR fail 21-30 ‘A’, 31-40
‘B’,
41-50 ‘C’, 51-60 ‘D’, 61+ ‘E’.
25 – Icecaster (E) – D: 1 rnd / lvl
(C) R:
200’ Caster
extends arm to project a
hurricane-force blizzard of ice and cold 5’ across at the origin and
20’ across
at the 200’ range. Exposed
targets in
the attacked region (determined by RR) take 2d10 points concussion
damage from
hail and debris plus an ‘A’ cold critical.
A level 50 caster can opt to spend 50 PP for a 4d10-points
concussion
‘B’ critical attack spell, lvl 75 can do 6d10-pts ‘C’ attack, etc.
Alternately,
concussion damage from Icecaster
can
take armor into account by using a sling +60 attack to determine hits,
using
only the inherent magical/quality of armor as a mitigator. Roll two sling attacks to
determine
concussion from a level 50 Icecaster,
et cetera. Note
that Icecaster bears some
similarity to the
Wind Law Hard Wind spell.
Coldarmor is
not cumulative with arcane Ice Armor,
Heatarmor, Fire
Armor nor
any other spell from essence’s Elemental Shields.