COLLEGE OF ICE WIZARDS
Common limitations: Gestures, Incantations, Will not work in temperatures above x!C or in low humidity, Only works outdoors.
Basic Spells
HAIL STORM
Within the 8" radius of this spell, everybody is continually pummeled by giant hail stones while the spell is maintained. If the caster fails his Spell Rank feat roll, the joints of the Wizard freeze up and he suffers excruciating pain whenever he tries to move. Casting Time: 1 Round.
ICE SIGHT
By means of this spell, the Ice Wizard is able to see clearly through all forms of snow or ice. If the Wizard fails his Spell Rank feat roll, he is temporarily blinded by snow flash. Casting Time: 1 Round.
RESISTANCE TO COLD
This spell will protect up to four targets against the effects of Cold. The protection remains in effect as long as the caster maintains the spell and the others stay within sight. Casting Time: 1 Round.
RISING COLUMN OF ICE
Upon casting this spell, a column of ice begins to rise out of the ground, lifting anything standing on the area. This column wraps any rooted objects inside the ice column without lifting them out of the ground. A 1" height column of ice has a material of EX. If the Wizard fails his Spell Rank feat roll, he is encased in ice. Casting Time: 1 Round.
SKATE
This spell allows the Wizard to glide very rapidly across a relatively smooth snow or ice surface. However, turning is difficult on such a slick surface, so skating is an EX intensity Agility Feat roll. Casting Time: 1 Round.
TRACKLESS
Once cast, this spell allows a group of up to eight individuals to move across a snow surface without leaving tracks. If the Wizard fails his Spell Rank feat roll, the leg joints of the targets stiffen from cold. Casting Time: 1 round.
College Spells
BLIZZARD
This powerful spell creates a Blizzard within a 1km radius of the target area at a point in time selected by the spell caster. The blowing snow limits visibility and doubles all penalties for Intuition Feat rolls. The howling wind makes movement very difficult through the deepening snow, and it also creates a severe wind chill. A total of 10cm of snow is deposited for each hour the spell is in effect. If the Wizard fails his Spell Rank feat roll, a Blizzard is centered on the Wizard. Casting Time: 5 Minutes.
CONE OF COLD
Upon casting this spell, a 14" long, milky-white cone of pure cold projects out from the fingertip of the Wizard, freezing anything in its path. If the Wizard fails his Spell Rank feat roll, an explosion of cold goes off in his area, freezing anybody nearby. Casting Time: 1 Round.
FREEZING WEAPON
This allows the caster to turn a weapon abysmally cold, increasing the damage to any targets struck by the wielder. The weapon must be touched by the caster, but it can be used anywhere within range of the Wizard. Immunity to cold, or warm gloves are required to protect the wielder from the freezing weapon. If the spell is miscast, the hands of the caster are frostbitten, rendering them all but useless. Casting Time: 1 Round.
HIBERNATION
This allows the Wizard to place up to four voluntary targets in a state of suspended animation for a period of up to three months. In this state, the sleeping targets have no need to eat or drink, and they are protected from non-magical freezing cold. If the Wizard fails his Spell Rank feat roll, he suffers an intense attack of drowsiness that lasts for up to several hours. Casting Time: 1 Round.
IGLOO FORTRESS
This spell allows the caster to create a 3" radius Igloo on a ice or snow surface. The Igloo can have a combined number of portals, arrow slits, chambers, ice windows, and other features equal to the casters Reason. The temperature within the Igloo will remain at freezing, so occupants will still require warm clothing or immunity to cold. When the outside temperature rises above freezing, the Igloo will begin to melt. When cast upon a body of liquid water, this spell can be used to create an ice raft. The boat will immediately begin to melt from contact with the surrounding liquid, lasting at most a number of hours equal to the material strength of the Ice. If the wizard fails his Spell Rank feat roll, he is encased in brittle ice. Casting Time: 1 Turn.
PRIMORDIAL ICE
This spell can be used to turn an existing (100kg or less) ice object as hard as steel, partly by lowering its temperature far below freezing. The bitterly cold object inflicts freezing damage on anything it touches, and makes handling the item very hazardous without proper protection. As with normal ice, the object will melt in temperatures above freezing, but more slowly than normal. Casting Time: 1 Turn.
Unique Spells
SUMMON ICE ELEMENTAL
This powerful incantation allows the ice wizard to summon an Ice Elemental. (See the stats below.) The Elemental will attempt to slay the summoner, and the caster will need some means to control it. To use the spell, the caster must have inscribed a circle of summoning on a large sheet of ice. If the caster fails his roll, the creature will still be summoned but will have an immense hatred of the caster and will be difficult to control. Casting Time: 1 hour.
Greater Ice Elemental
(Realms of Magic)
F- IN
A- PR
S- EX
E- GD
R- PR
I- FB
P- FB
H- 74
K- 8
Specials:
Natural Armor: Since a Greater Elemental is made up of any one of the four basic Earth elements, air, earth, fire, or water, it is extremely difficult to hurt them physically. A weapon composed of the same element as the elemental has no effect on the monster. If the weapon used to strike is magical no body armor is considered. Otherwise their body armor is RM.
Elemental Movement: A living manisfestation of one of the four elements, it is quite simple for Greater Elementals to speed along in its own element. For example, an earth elemental that wishes to move along the ground can leave its form and simply recreate itself farther along in the direction it wants to travel. All of the Greater Elementals move a 1 area per round outside of their element. Within their element their movement rate is as follows:
Air - 7 areas per round
Earth - 4 areas per round
Water - 6 areas per round
Powers: Nature Control IN
A greater elemental can create shields or make attacks of or in whatever element it is composed.
Background: Greater Elementals are strong magical creatures that can be conjured forth from the basic substance of a planet, either air, earth, fire or water. Those that exist on Earth respond most readily to druidic spells and other forms of Nature Magic. Though not actually demons and not usually chaotic, they can be employed in such a fashion by master magic wielders.
Generally a Conjure spell combined with a Nature Control spell is necessary to call forth a Greater Elemental. When they appear, they usually take the form of a humanoid composed of their element. Once vanquished, a Greater Elemental will simply revert back to its inanimate substance.
No Greater Elemental can take form in substances that are mixtures of elements, such as concrete and plastics. A Greater Elemental can pass through substances of which its element composes the primary part. It must reform from its pure element.
An Ice Elemental resembles a crystalline stand of deep blue glacial ice. The bitterly cold nature of this being draws much of the heat from the surrounding air. They make a deep ice grinding noise whenever they move, making it nearly impossible for the Elemental to sneak up on anyone with normal hearing. They can exist anywhere there is frozen water, although they prefer crevasses within deep glaciers. Ice Elementals attack by freezing their foes in a shell of bitterly cold ice. They can also blast shards of primordial ice at their foes, although they wound themselves by doing so.
By Dark Matter
Back to Magic page
Back to Campaign page
');
document.write('');
// document.write('');
document.write('');
document.write('');
if (document.cookie.indexOf('fcseenpop') == -1) {
pop_domain = document.domain.substring(document.domain.indexOf('.'));
expiry_date = new Date(new Date().getTime() + 86400000).toGMTString(); // 24 hours
document.write('');
document.cookie = 'fcseenpop=1; path=/; domain=' + pop_domain + '; expires=' + expiry_date;
}
}
}
// -->