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Chapter 5: Magic Spells


Ice Spells


Cold Protection

Ice

Protects against cold and ice.

Cost: 1 MP
Casting time: 1 standard action
Range: 20 feet
Target: 1 creature or object
Duration: 1 hour
Saving Throw: None
Casting: A slow waving of the hand.

This spell is only visible when it comes in contact with ice or extreme cold, glowing blue in a wavering pattern.

Stage 1: provides 1d10 Damage Reduction from cold damage.

Stage 2: provides 2d10 Damage Reduction from cold damage.

Stage 3: provides 3d10 Damage Reduction from cold damage.

Stage 4: provides 4d10 Damage Reduction from cold damage.

Cold Protection Notes: the first damage from cold in a round, roll for Damage Reduction. For any additional cold damage that round, refer to the initial roll result. Next round, a new roll should be made as needed.



Fists of Ice

Ice

Freezing ice surrounds the caster’s hands, to be used as a melee attack.

Cost: 1 MP or 2 MP
Casting time: 1 null action
Range: Personal
Target: Self only
Duration: 1 hour
Saving Throw: None
Casting: Flexing a hand into a fist.

Various types of warriors have found this spell to be effective and economical over the years. The spell lasts a long time, can be cast quickly and does reasonable damage. On the down side, it does not auto hit like some one-shot spells, such as ice blast, nor does it have any secondary effects. Effectively, this spell becomes the caster’s sword.

It costs one Magic Point to have a single Fist of Ice, or two Magic Points to dual attack with two Fists of Ice. The same combat rules apply for dual wielding in Spellchrome. After casting this spell, the caster can take a standard action as normal.

Stage 1: A successful melee attack does 2d6 cold damage, plus the character’s strength bonus. Physical armour provides damage reduction against this spell.

Stage 2: 3d6 cold damage, plus strength bonus.

Stage 3: 4d6 cold damage, plus strength bonus.

Stage 4: 5d6 cold damage, plus strength bonus.

Notes: After 1 hour the Spell expires. During that hour the caster may tone down the spell, allowing her to touch objects with minimal side effects. The spell may be cancelled by the caster at anytime.

The caster takes no damage from the cold surrounding her fist, however, this spell does not provide protection from other cold or ice.

Some creatures take double damage from cold, while others are highly resistant. For the purposes of determining damage, treat additional strength damage as cold damage.

A character can attack effectively with this spell and a Power Alteration weapon, such as a Liquid Crystal Dagger. In such cases, the Power Alteration damage is capped at 1d8 (a larger blade that normally does 1d12 would only roll 1d8). Strength Damage is only applied once. A character can not effectively attack with this spell and a held melee weapon.



Freeze Object

Ice

Cools and freezes normal objects.

Cost: 1 MP
Casting time: 1 standard action
Range: 5 feet
Target: 1 object
Duration: see text
Saving Throw: None
Casting: A slow rising of the hand.

A spell that is still popular for keeping food cold, despite the advent of new technologies (which are more expensive). Also useful for climate control in the hot seasons.

Stage 1: Can freeze or chill an object, and remain cold for a duration. Can be used to preserve food, either by casting it on an ice box or directly to the meat. Can also create a large block of ice by casting upon a container of water. The cold lasts up to 8 hours, or until cancelled.

Stage 2: Cold lasts on an object up to 24 hours.

Stage 3: Cold lasts on an object up to 4 days.

Stage 4: Cold lasts on an object up to 8 days.

Notes: This spell is utilitarian in nature, and makes a poor weapon.



Ice Blast

Ice

A blast of cold that harms its target.

Cost: 1 MP
Casting time: 1 standard action
Range: 80 feet
Target: 1 creature or object
Duration: Immediate
Saving Throw: Reflex, see text
Casting: Arm held out with spread fingers.

Ice Blast's popularity stems from it's accuracy and elemental damage. Before the advent of Spellchrome weaponry, Ice Blast was significantly more powerful than mundane weapons.

Stage 1: This spell does 2d10 cold damage a single target within range. A reflex save of 15 or higher partially dodges this attack, reducing the damage to 1 half. A reflex save of 25 or higher dodges this attack, avoiding all damage. At Stage 3, the caster can choose two separate targets.

Stage 2: does 3d10 cold damage to a single target. Partial dodge reflex DC is 15; Full dodge reflex DC is 25.

Stage 3: does 3d10 cold damage to two separate targets. Partial dodge reflex DC is 20; Full dodge reflex DC is 30.

Stage 4: does 4d10 cold damage to two separate targets. Partial dodge reflex DC is 20; Full dodge reflex DC is 30.

Ice Blast secondary effects: Freezing Stiffness. (The target avoids this secondary effect if they roll 10 or higher on their reflex save.) If the target’s reflex save is 9 or less, the target's movement is reduced to 1 half, and they suffer -4 to attacks, AC and Melee damage. After one round, the affected character may make a fortitude save DC 15. The secondary effect last a maximum of 10 rounds or until the character makes their fortitude save.

Free: This spell may be cast without expending a Magic Point. The damage is, however, severely reduced. The target still gets to make a reflex saving throw to halve or fully avoid the damage. There are no Secondary Effects due to the low power of this method of casting.

(Free) Stage 1 damage: 1d6. Stage 2: 1d8. Stage 3: 1d0. Stage 4: 1d12.

The free version always only allows one target. Obviously a character must be able to cast a spell normally in order to be able to cast a free version of any spell.

Ice Blast Notes: Physical armour provides protection, reducing damage from Ice Blast. The spell Cold Protection also adds protection, as does some specific equipment and power alterations. The Protection based spell Magical Shield does not offer any protection from the Ice Blast spell.

Some creatures take double damage from cold attacks, while others are highly resistant.



Icy Surface

Ice

Makes an area of ground very slippery.

Cost: 1 MP
Casting time: 1 MP
Range: 25 feet
Target: a surface, 6 five foot squares
Duration: 5 minutes
Saving Throw: Reflex avoids
Casting: The pointing of a finger, an incantation.

Casters find this spell useful for creating impassable areas and traps.

The caster may target 6 five foot squares on a grid map. One of the squares must be within 25 feet at the time of casting. The squares may be arranged in many different patterns, as long as one connects to another along one side.

Stage 1: DC is 20. Moving into or through an effected square requires a balance skill test or reflex saving throw (player's choice). A result of 19 or lower causes the person to fall down, taking 1d6 damage (DR protects 1 half). Expending a move action allows another test to try and get up.

Stage 2: The DC rises to 22 or higher.

Stage 3: The DC rises to 24 or higher.

Stage 4: The DC rises to 26 or higher.

Notes: The GM may add to the DC if the spell is cast on a steep slope. Some tools may lower the DC. If vehicles are involved, a drive test would be applicable. Failures can cause crashes, increasing the damage based on the situation.






Up Next: Insight Spells

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