Uses of the Skill
Rank | Power | Description |
---|---|---|
1 | Chill Touch |
At-will, std, touch; nominal cold damage plus chilled, Fortitude ends. |
1 | Frostforge |
At-will, std; you create a held or worn object made of frozen air (or water, if any is at hand). The object may be of one of the following basic types:
|
2 | Cone of Cold |
At-will, std, cone 3; you create a blast of intense cold, freezing everything in its path. Creatures are chilled (Fortitude ends), and surfaces are coated with frost. A coating of snow briefly falls to the ground in the path--the air in the cone's path, now frozen, and rapidly sublimating. |
3 | Frost Bomb | |
4 | Freezing Sphere | |
5 | Relentless Winter |
Powers
Each of the below is a Power. Learning a power requires appropriate ranks in this power skill, and the expenditure of 1 Power Point.
Power | Prerequisites | Description | Long Description (to be moved to individual power pages) |
---|---|---|---|
Frost Armor |
Frost 1 rank |
Create a suit of armor from frost. |
At-will, swift, reserve 1 Mana; gain DR equal to your Frost skill modifier. |
Frost Armor, Frost 2 ranks |
Frost armor protects your most critical locations. |
Your Frost Armor grants Fortification equal to its DR. The Mana cost increases to 2. | |
Frost Shield |
Frost 1 rank |
Wield a shield of frost. |
At-will, swift, reserve 1 Mana; shield grants Block Rating equal to your Frost skill modifier. |
Frost Shield, Frost 2 ranks |
Wall of ice blocks line of sight and effect; can be shattered, but rebuilds itself. |
At-will, swift, medium, wall 1/skill, concentration, 2 Mana; 10' tall wall of ice blocks line of sight and effect, has 300% nominal damage as hit points, is 100% vulnerable to fire. If shattered, reforms at full strength on following turn start. Crossing a shattered wall inflicts nominal cold damage plus chilled (Fort ends). Any attack that shatters the wall is totally absorbed by the wall; no damage passes through. | |
Rank 1
- Frost Barrier: At-will, swift; you are coated in armor of frost, granting you Absorb 100%, limit = nominal damage. Fire damage reduces limit as if inflicting double damage. The barrier loses 10% of its limit per minute spent outside a frigid environment, as it melts. Can be Empowered.
- Frost Shield: At-will, swift; you create a shield of frost (requires a free hand to wield it, disappears as soon as you let it go or wield something else in that hand). Shield grants 5 Block Rating per point of Mana spent. Each instance of fire damage causes a -5 penalty to Block Rating for 1 round (stacks and refreshes).
- Wall: Encounter, swift, wall 1/Mana, sustained; you create a wall of frost, whose area is up to one square per rank.
- Placement: If vertical, it stands just high enough to cover your head when standing. It may be placed horizontally, either anchored to a wall, or adjacent to the floor. It may be placed at any angle you desire, as long as it is securely anchored to the floor or a wall.
- Effect: The wall blocks line of effect and line of sight. It has hit points equal to 300% nominal damage, and hardness based on skill rank (5/10/25/50/100); it is 100% vulnerable to fire damage, which ignores its hardness.
- Slipperiness: Frozen air is not slippery; if placed on the floor, the wall does not cause slipping. If water was frozen, it does become slippery terrain when walked on.
- Duration: Sustained; you must concentrate on the wall to maintain it.
Rank 2
- Freeze: At-will, swift, short range, sustained; subject is surrounded by frozen air, and is thus unable to move until the air sublimates or he manages to shatter it; he is not frozen solid, which would kill him.
- Note: the frozen subject is not necessarily invulnerable, though any attack strikes the frozen air shell before the subject. The shell can absorb as much damage as a wall of frost, after which it shatters. It has the same hardness and vulnerabilities as well. The subject may take no physical action, but if he is able to produce a damaging effect without moving (say, by blasting flames from his hands), he, too, can strike the shell, from within.
- Ice Lance: Requires Thaumaturgy; at-will, std, medium range; you absorb heat energy from the environment, freezing air and condensing atmospheric water vapor into a sharp lance of ice. You then transform that energy into force, causing the lance to propel swiftly forward at a target of your choice. Target suffers nominal piercing damage, and the lance is impaled within him; on turn start, he suffers nominal internal cold damage. Removing the lance requires a successful Fortitude save. Each round, the lance melts slightly, lowering the DC by 5.