School of Magic - Cryo

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The School of Cryo focuses on the creation and manipulation of ice. It is mostly fueled by the power of Cyrill, the god of frost.

List of Spells

Grade Name Description Casting time Range Duration Focus Voice Meditate Focusing Heavy
0 Icy touch Deals 1d4 Ice Damage to the target and freezes it on hit with a Constitution 8 check. Spell-Action Touch None No No No No No
1 Iceshield Gain resistance to Ice Damage. Additionally, when taking physical melee damage, the attacker will be frozen with a Constitution 8 check. This will override any other existing Shield. Spell-Action Self 1 Minute Yes Yes No No No
1 Cold Feet Forces a creature to walk on water by freezing any surface their feet touch. Creatures submerged in water will float to the surface. If the target is unwilling to have this effect applied to them, they must succeed in a Magic 10 check. If the creature does not have any feet it will instead affect any other area that the creature usually walks or rests on. Spell-Action Touch 10 Minutes Yes Yes Yes No No
1 Drain Bodytemperature Drains the body temperature of any creature that walks into your melee range. With a Constitution 12 Check, the spellcaster applies the freezing effect to the target. If the freezing effect is applied successfully, the spellcaster removes any freezing effect he is affected by. Preparation Touch None No No No No No
2 Icerock Deals 1d6 Ice Damage to the target. Deals an additional 1d6 physical striking damage afterwards. Spell-Action / Bonus-Action 20 Meter None Yes Yes No No No
2 Icelance Deals 1d6 Ice Damage to the target. Deals an additional 1d6 physical piercing damage afterwards. Spell-Action / Bonus-Action 20 Meter None Yes Yes No No No
2 Iceblade Deals 1d6 Ice Damage to the target. Deals an additional 1d6 physical slicing damage afterwards. Spell-Action / Bonus-Action 20 Meter None Yes Yes No No No
3 Frozen Ground Place a field of ice in a 5 Meter cube for one minute. Every Meter walked through this area must be followed by Agility 8 check or the creature will trip, ending his turn. A tripped character must spent his Preparation to get back up again. Spell-Action 20 Meter 1 Minute Yes Yes No Yes No
4 Sharpened Frost The number required to deal a critical hit is reduced by 2. Scoring a critical hit while this spell is active will refresh the duration. Casting this spell will instantly grant another Spell-Action. Spell-Action Self 1 Minute Yes Yes No Yes No
5 Wall of Ice Raises a 1-meter thick wall of ice of up to 15 meter in length for 10 turns. Any character standing in the line when the wall is created will be knocked away from the caster with a Dodging 10 check. If they instead beat a Dodging 20 check they can choose the direction they want to go. If they fail the Dodging 10 check, they instead will take 3d6 Ice Damage, but will not create an Ice wall in their spot. Each instance of the wall has 150 hitpoints, immunity to Ice Damage, Weakness to Fire Damage and is considered an unclimbable wall. Spell-Action 20 Meter 1 Minute Yes Yes No No No
6 Freezing Air Freezes the air in a 5-meter radius around the target. Characters inside the area will always be considered the first stage of the freezing effect. Additionally, when a character starts a turn inside this effect, walks into this effect or ends his turn inside the effect will take 3d6 Ice Damage, This damage will be halved and not apply the freezing effect if they succeed a Constitution 10 check.. Spell-Action 20 Meter 1 Minute Yes Yes No Yes Yes
7 Greater Iceshield Gain immunity to Ice Damage. Additionally, when taking physical melee damage, the attacker will be frozen with a Constitution 15 check. This will override any other existing Shield. Spell-Action Self 1 Minute Yes Yes No Yes No
8 Cyrill's Dream of Winter Applies the frozen solid effect to every enemy within a 20-meter cube with a Constitution 15 check. Spell-Action 20 Meter None Yes Yes No No No