Frost

Frost is a Power Skill.

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:

    • Weapon: a simple weapon, such as a blade, can be wielded or thrown just like a normal weapon of its type. It sublimates or melts one round after leaving your hand.
    • Shield: a shield, which can be wielded as a normal shield.
    • Tool: a simple tool, such as crowbar, wedge, or other non-complicated shape. About as strong as soft wood.
    • Note: all objects created have a hardness based on skill rank (5/10/25/50/100), have hit points equal to 200% of nominal damage, and are 100% vulnerable to fire damage, which also ignores their hardness.

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.

Rank 3

  • Complexity: You can form more complex items, such as guns or other machines. TBD.
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