ARCANE SPELL LIST

MANA FROSTS

 
1Frost 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.