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 your turn, if you did not gain or spend any ice crystals that turn, one of your ice crystals melts.
11.9.1 Cantrips
| Crystal Growth ✨ | Standard action |
Tags: Cold, Sustain (standard)
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If you have no ice crystals, you gain one ice crystal. Whenever you sustain this spell, if you have exactly one ice crystal, it does not melt this turn.
11.9.2 Rank 1 Spells
| Crystalline Power ✨ | Standard action |
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Whenever you cast a non-attunable spell, you can spend an ice crystal to activate this effect as a minor action. If you do, the spell gains a +2 accuracy bonus and deals 1d6 extra damage this turn. After you enhance a spell in this way, this ability is dismissed.
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Rank 3: The extra damage increases to 2d6.
Rank 5: The extra damage increases to 2d10.
Rank 7: The extra damage increases to 4d10.
| Frostbite ✨ | Standard action |
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Tags: Cold | Rank 1 |
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Make an attack vs. Fortitude against something within Medium (60 ft.) range.
Hit: You gain an ice crystal, and the target feels a growing chill. At the end of its next turn, it takes 1d10 damage + half power.
Injury: The target is briefly slowed (-10 speed, -2 Armor and Ref).
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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 |
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This spell has no somatic components.
Make a melee strike with an accuracy bonus equal to the number of ice crystals you have. You use the higher of your magical power and your mundane power to determine your damage with the strike (see Power). If you hit any Medium or larger creature with the strike, you gain an ice crystal.
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The attack’s accuracy increases by +1 for each rank beyond 1.
| Ice Shield ✨ | Standard action |
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Tags: Cold, Manifestation, Physical, Sustain (standard) | Rank 1 |
Cost: One optional ice crystal.
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Whenever you cast or sustain this spell, you briefly have cover from all attacks. If you spent an ice crystal when you cast this spell, you are also briefly empowered (add rank to damage).
| 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. Its rank cannot exceed your spellcasting rank with this spell. 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:
- Any strikes made with a weapon created with this ability have the Cold tag.
- Any creature wearing body armor created with this ability is resistant (+4 defenses) to Fire attacks.
- Whenever a creature using items from this ability is injured by a Fire attack, all of their items from this ability are temporarily destroyed. The items are recreated in the same location at the end of that creature’s next turn.
If you are using an item created with this spell, you can spend it as if it were an ice crystal. This destroys the item.
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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. Its rank cannot exceed your spellcasting rank with this spell.
| Icicle ✨ | Standard action |
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Tags: Cold, Manifestation, Physical | Rank 1 |
Cost: One optional ice crystal.
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Make an attack vs. Armor and Fortitude against something within Short (30 ft.) range. If you spent an ice crystal, the range increases to Medium (60 ft.) range.
Hit: 1d8 damage + 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, Physical, Sustain (attunable, minor) | Rank 1 |
Cost: One optional ice crystal.. In addition, 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 you spent an ice crystal, the wall has hit points equal to twice your power instead. When the wall is destroyed, it automatically reforms at the end of your next turn, 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
| Chilling Pulse ✨ | Standard action |
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When you cast or sustain this spell, make an attack vs. Fortitude against all enemies within a Tiny (5 ft.) radius of you. If you sustained the spell, you gain a +2 accuracy bonus with the attack.
If you injure any Medium or larger creatures with this spell, you gain an ice crystal.
Hit: 1d8 damage + power.
Injury: The target is briefly slowed (-10 speed, -2 Armor and Ref).
Miss: Half damage.
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The damage increases by 1d6 for each rank beyond 2.
| Cone of Cold ✨ | 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.) cone from you. If the area includes at least three spaces occupied by living creatures or other heat sources, you gain an ice crystal.
Hit: 1d6 damage + half power.
Miss: Half damage.
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The damage increases by 2 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. At the start of your next turn, 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. Then, 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.
| Icy Shell ✨ | Standard action |
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Tags: Cold, Manifestation, Attune (deep) | Rank 2 |
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You are shielded (+2 Armor and Ref). At the end of your turn, if you took damage since your last turn, this effect is dismissed unless you spend an ice crystal.
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Ice forms around you, shielding you from attacks until it is destroyed.
| 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 your turn, 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
| Bonechill ✨ | Standard action |
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Tags: Cold | Rank 3 |
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When you cast this spell, ice forms on your body and the air chills around you. During your next turn, you can spend a standard action to make an attack vs. Fortitude against something within Medium (60 ft.) range.
Hit: 2d6 damage + power. In addition, the target is briefly slowed (-10 speed, -2 Armor and Ref), and you gain an ice crystal.
Injury: The target is slowed as a condition, and you gain an additional ice crystal.
Critical hit: Double damage, and the target is affected by the debuff as if it was injured.
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The damage increases by 1d6 for each rank beyond 3.
| Chilling Slash ✨ | Standard action |
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Tags: Cold | Rank 3 |
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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 hit any Medium or larger creature with the strike, you gain an ice crystal.
Hit: The target feels a growing chill. At the end of its next turn, 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 |
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You teleport into an unoccupied destination on a stable surface within Short (30 ft.) range. In addition, you gain an ice crystal.
| Freezing Grasp ✨ | Standard action |
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Tags: Cold | Rank 3 |
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You must have a free hand to cast this spell.
Make an attack vs. Fortitude against something you touch.
Hit: 2d6 damage + power, and you gain an ice crystal.
Injury: The target slowly begins freezing as a condition. At the end of your next turn, the target becomes slowed (-10 speed, -2 Armor and Ref) while the condition lasts.
Critical hit: Double damage, and the target is affected by the debuff as if it was injured.
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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 are slowed by this spell, you gain a ice crystal.
Hit: The target becomes briefly slowed (-10 speed, -2 Armor and Ref).
Critical hit: The brief effect becomes a condition.
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The attack’s accuracy increases by +1 for each rank beyond 3.
| Frost Bomb ✨ | Standard action |
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Tags: Cold | Rank 3 |
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You create a Small (15 ft.) radius zone of growing cold within Short (30 ft.) range. At the end of your next turn, make an attack vs. Fortitude against everything in the area.
Hit: 2d6 damage + power. If the target is a Medium or larger creature, you gain an ice crystal.
Injury: The target is briefly slowed (-10 speed, -2 Armor and Ref).
Miss: Half damage.
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The damage increases by 1d6 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. You briefly can’t use this ability 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. At the end of its next turn, it takes 2d6 damage + power.
Miss: Half damage.
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The damage increases by 1d6 for each rank beyond 3.
11.9.5 Rank 4 Spells
| Crystalline Blade ✨ | Standard action |
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Tags: Cold | Rank 4 |
Cost: One 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).
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 4.
| Freezing Pulse ✨ | Standard action |
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Tags: Cold | Rank 4 |
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When you cast or sustain this spell, make an attack vs. Fortitude against all enemies within a Tiny (5 ft.) radius of you. If you sustained the spell, you gain a +2 accuracy bonus with the attack.
If you injure any Medium or larger creatures with this spell, you gain an ice crystal.
Hit: 2d6 damage + power, and the target is briefly slowed (-10 speed, -2 Armor and Ref).
Injury: The target is slowed (-10 speed, -2 Armor and Ref) as a condition.
Critical hit: Double damage, and the target is affected by the debuff as if it was injured.
Miss: Half damage.
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The damage increases by 1d6 for each rank beyond 4.
| Hailstorm ✨ | Standard action |
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Tags: Cold, Manifestation, Physical | 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. At the start of your next turn, this effect repeats in the same area.
Hit: 1d8 damage + 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 (attunable, minor) | Rank 4 |
Cost: One optional ice crystal.. In addition, 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 you spent an ice crystal, the wall has hit points equal to twice your power instead. When the sphere is destroyed, it automatically reforms at the end of your next turn, ignoring any occupied spaces that would block it from reforming.
| Icicle Carapace ✨ | Standard action |
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Tags: Cold, Manifestation, Physical, 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, Physical | Rank 4 |
Cost: One optional ice crystal.
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Make an attack vs. Armor and Fortitude against something within Short (30 ft.) range. If you spent an ice crystal, the range increases to Medium (60 ft.) range.
Hit: 3d6 damage plus 1d6 per 2 power, and any extra damage is doubled.
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The damage increases by 2d8 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
| Frozen Lattice ✨ | Standard action |
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Tags: Cold, Manifestation | Rank 5 |
Cost: One optional ice crystal.
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Choose a Small (15 ft.) radius within Short (30 ft.) range. Make an attack vs. Reflex and Fortitude against everything in the area. If you spent an ice crystal, this effect repeats in the same area at the start of your next turn.
Hit: 2d6 damage + power.
Injury: The target is briefly slowed (-10 speed, -2 Armor and Ref).
Miss: Half damage.
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The damage increases by 1d6 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 the area includes at least three spaces occupied by living creatures or other heat sources, you gain an ice crystal.
Hit: 2d6 damage + 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.
| Mighty Frostbite ✨ | Standard action |
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Tags: Cold | Rank 5 |
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Make an attack vs. Fortitude against something within Medium (60 ft.) range.
Hit: You gain an ice crystal, and the target feels a growing chill. At the end of its next turn, it takes 3d6 damage plus 1d6 per 2 power, and any extra damage is doubled.
Injury: The target is briefly slowed (-10 speed, -2 Armor and Ref).
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The damage increases by 2d8 for each rank beyond 5.
| Mighty Frostblade ✨ | Standard action |
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Tags: Cold | Rank 5 |
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This spell has no somatic components.
Make a melee strike with an accuracy bonus equal to the number of ice crystals you have. The strike 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 hit any Medium or larger creature with the strike, you gain an ice crystal.
Injury: The target 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.
11.9.7 Rank 6 Spells
| Greater Ice Shield ✨ | Standard action |
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Tags: Cold, Manifestation, Physical, Sustain (standard) | Rank 6 |
Cost: One optional ice crystal.
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Whenever you cast or sustain this spell, you briefly have cover from all attacks. If you spent an ice crystal when you cast this spell, you are also briefly maximized (deal max damage).
| 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 are slowed by this spell, 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 target is affected by the debuff as if it was injured.
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The attack’s accuracy increases by +1 for each rank beyond 6.
| Mighty Chilling Pulse ✨ | Standard action |
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When you cast or sustain this spell, make an attack vs. Fortitude against all enemies within a Tiny (5 ft.) radius of you. If you sustained the spell, you gain a +2 accuracy bonus with the attack.
If you injure any Medium or larger creatures with this spell, you gain an ice crystal.
Hit: 3d8 damage plus 1d8 per 2 power.
Injury: The target is briefly slowed (-10 speed, -2 Armor and Ref).
Miss: Half damage.
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The damage increases by 2d10 for each rank beyond 6.
| Mighty Chilling Slash ✨ | Standard action |
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Tags: Cold | Rank 6 |
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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 hit any Medium or larger creature with the strike, you gain an ice crystal.
Hit: The target feels a growing chill. At the end of its next turn, 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 3d8 damage plus 1d8 per 2 power.
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The damage increases by 2d10 for each rank beyond 6.
| Rapid Freezing Grasp ✨ | Standard action |
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Tags: Cold | Rank 6 |
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You must have a free hand to cast this spell.
Make an attack vs. Fortitude against something you touch.
Hit: 3d8 damage plus 1d8 per 2 power, and any extra damage is doubled. You gain an ice crystal.
Injury: The target is slowed (-10 speed, -2 Armor and Ref) as a condition.
Critical hit: Double damage, and the target is affected by the debuff as if it was injured.
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The damage increases by 2d10 for each rank beyond 6.
11.9.8 Rank 7 Spells
| Efficient Icy Shell ✨ | Standard action |
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Tags: Attune, Cold, Manifestation | Rank 7 |
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This spell functions like the icy shell spell, except that it is a normal attunement instead of a deep attunement.
| Massive Hailstorm ✨ | Standard action |
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Tags: Cold, Manifestation, Physical | Rank 7 |
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Choose a Medium (30 ft.) radius within Medium (60 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. At the start of your next turn, 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 |
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When you cast this spell, ice forms on your body and the air chills around you. During your next turn, you can spend a standard action to make an attack vs. Fortitude against something within Medium (60 ft.) range.
Hit: 6d6 damage plus 1d6 per power, and any extra damage is doubled. In addition, the target is slowed (-10 speed, -2 Armor and Ref) as a condition, and you gain an ice crystal.
Critical hit: Double damage, and at the end of your turn, the target is briefly locked in stasis (frozen in place).
| Mighty Crystalline Blade ✨ | Standard action |
|
Tags: Cold | Rank 7 |
Cost: One ice crystal.
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This spell has no somatic components.
Make a melee strike that deals quadruple damage. You use the higher of your magical power and your mundane power to determine your damage with the strike (see Power).
Hit: The target is briefly slowed (-10 speed, -2 Armor and Ref).
| Mighty Icicle Carapace ✨ | Standard action |
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Tags: Cold, Manifestation, Physical, 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: 3d8 damage plus 1d8 per 2 power.