Frost
Universal rules:
- Chilled: a status wherein subject has a 50% movement penalty (Con ends).
- Rooted: Requires rank 2. An effect that causes Chilled, when used against an already-Chilled target, instead causes Rooted, wherein subject has a 100% movement penalty (Con ends, reverting to Chilled).
- Frozen: Requires rank 3. An effect that causes Chilled, when used against an already Rooted target, instead causes Frozen, wherein subject is unable to take physical actions (Con ends, reverting to Rooted).
Rank 1
- Cone of Cold: At-will, std, cone 3; light frost damage plus Chilled.
- Frost Lance: At-will, std, ranged; medium frost damage plus Chilled.
- Frost Nova: At-will, std, close burst 2; light frost damage plus Chilled. Alternatively, close burst 1, medium frost plus Rooted.
Feats
- Frostforge: You can form frost into useful tools, such as mundane weapons or other handheld items. Frost isn't quite as strong as steel or even wood, but it may be useful in a pinch.
Rank 2
- Frost Barrier: At-will, swift; you gain a barrier of frost covering your skin, clothing, armor, or whatever is most external. This effect grants Absorb 100% (all damage), to a limit equal to medium damage.
- Wall of Ice: At-will, swift, ranged, wall 1/level, concentration; wall of frost 10 feet tall blocks line of sight and effect. Each 5-ft wide segment has HP equal to medium damage (double damage from fire). When sh
Feats
- Icy Veins: Against already Chilled (or Rooted, or Frozen) targets, you gain bonus critical chance equal to the target's movement reduction. That is, if a Chilled target has a 50% movement reduction, you gain a 50% chance to critical hit; if you crit on a 19-20, you would instead crit on 9-20.
- Name TBD: Your Wall of Ice is also a wall of cold damage. When a hole is created in it, the gap causes heavy frost damage plus Chilled to anyone who crosses (Dex negates but requires canceling movement). Furthermore, after 1 rd, this cold effect causes the broken segment to reform at full strength.
- Name TBD: Your Wall of Ice has double HP per segment and is twice as tall.
- Frost Armor: Your Frost Barrier can be manifest as an immediate action, and its absorb limit increases to heavy damage.
Rank 3
- Frost Bomb: tbd
- Frost Block: At-will, standard, ranged; subject is encased in ice, becoming invulnerable but unable to take physical actions. The ice block has Hit Points equal to a heavy damage roll (vulnerable to fire damage). Each round, the creature suffers 25% of the block's max HP in frost damage, and the block loses the same amount. If you inflict frost damage to the block, it heals it.
- You may use Frost Block on yourself as a reaction to incoming harm. You may cancel Frost Block at will as a free action in either case.