Part of the Winter Is Coming RPG Blog Festival.
While the established schools of magic,
enchantment, illusion, evocation are taught around the known world, it is the
lesser known schools, those of transmutation, or pyromancy that require a
special pilgrimage from prospective students of the arcane arts. This is
probably most evident with the school of cryomancy, that is to say the study of
magically enhanced cold, of animated ice shards and summoned ice demons. While
not a common school, it has gained recent recognition with the impending change
of season.
Apprentice
Mage
While most mages learn to wield destructive
power and how to fight their foes with spells that are as likely to hurt their
allies as their enemies, those of the cryo-magic school learn how to alter the
boundaries of the natural world to release the forces of the cold upon only
their foes.
Expert
Mage
Cyromancers spend a lot of time in isolated
study of the natural world, especially in areas of extremes of climate. They
become hardened to survival in these arctic wildernesses
Master
Mage
Those who succeed in the path of cryomancy
exert a level of control upon arcane forces that is incredible, turning a foe’s
internal body heat against themselves.
Cantrips
While many adventurers are lucky to have
arcanists with the ability to create safe campsites with flickering magical
fires, most adventurers have to make do with mages who have only a limited
ability to form fire, and not every party of heroes wants to attack a pile of
sticks with a column of fire every time they want to cook some wild boar. It is
unknown which creative spellcaster learnt how to manipulate the arcane flow of
energy to dry wood to allow it to light easily and burn cleanly.
Drywood
* Wizard Utility
"The wet pile of sticks and branches before you crisps and dries before the startled eyes of your allies."
At-Will * Arcane, Fire, Implement
Standard * Personal
Effect: You remove the moisture from a 20lb pile of wet material such as sticks.
"The wet pile of sticks and branches before you crisps and dries before the startled eyes of your allies."
At-Will * Arcane, Fire, Implement
Standard * Personal
Effect: You remove the moisture from a 20lb pile of wet material such as sticks.
At
Will Attack Powers
In the cold air of the snow covered
glaciers, exposed skin quickly chills below the ambient body temperature and
goes numb. Adventurers are not so foolish as to travel or fight in the
wilderness without protection, so it is up to you to use your magical force to
cause them to experience the pain and disorientation this chilling numbness
causes.
Frost
Numbness * Wizard Attack 1
"When the cold wind blows, it’s time for your foes to feel it…"
At-Will * Arcane, Cold, Implement, Evocation
Standard Action * Ranged 5
Target: 1 Creature
Attack: Int vs Fortitude
Hit: 5 Cold Damage, and the target takes a -2 penalty to attack rolls until the end of its next turn.
"When the cold wind blows, it’s time for your foes to feel it…"
At-Will * Arcane, Cold, Implement, Evocation
Standard Action * Ranged 5
Target: 1 Creature
Attack: Int vs Fortitude
Hit: 5 Cold Damage, and the target takes a -2 penalty to attack rolls until the end of its next turn.
Encounter
Attack Powers
Most mages, and especially those who study
the dangerous arts of pyromancy learn to wield fire, shaping it into the deadly
spells of legend and lore. But some learn how the frigid air of the winter
wastelands washes over beings like a flame, and those mages learn to conjure
these waves of frigid flame and direct them over their foes.
Frigid
Flame * Wizard Attack 1
"You conjure a wave of blue flame, that washes over your foes, leaving them frozen rather than burnt."
Encounter * Arcane, Cold, Implement, Evocation
Standard Action * Close Blast 3
Target: Enemies in burst
Attack: Int vs Reflex
Hit: 1d8 + Intelligence modifier Cold damage and the target takes ongoing 5 cold damage (save ends).
"You conjure a wave of blue flame, that washes over your foes, leaving them frozen rather than burnt."
Encounter * Arcane, Cold, Implement, Evocation
Standard Action * Close Blast 3
Target: Enemies in burst
Attack: Int vs Reflex
Hit: 1d8 + Intelligence modifier Cold damage and the target takes ongoing 5 cold damage (save ends).
It is not enough for your magical attacks
to chill and freeze your opponents. To mater the true control over the
elements, you must learn how to control your opponent’s body, making them more
vulnerable to the magical cold at your fingertips.
Cold
Torpor * Wizard Attack 3
"Your foes shudder and shiver before you, as your powerful magic chills them to their bones."
Encounter * Arcane, Cold, Implement, Enchantment
Standard Action * Melee Touch
Target: 1 or 2 Creatures
Attack: Int vs Fortitude
Hit: The target takes a -2 penalty to its Fortitude defense (save ends), a -2 penalty to saving throws against ongoing Cold damage (save ends), and gains Vulnerable 5 Cold. (save ends).
"Your foes shudder and shiver before you, as your powerful magic chills them to their bones."
Encounter * Arcane, Cold, Implement, Enchantment
Standard Action * Melee Touch
Target: 1 or 2 Creatures
Attack: Int vs Fortitude
Hit: The target takes a -2 penalty to its Fortitude defense (save ends), a -2 penalty to saving throws against ongoing Cold damage (save ends), and gains Vulnerable 5 Cold. (save ends).
During the springtime, the valleys of the
northern wildlands flood with the quick flowing streams, swollen with the melt
water from the snow covered peaks and glaciers. Travelling during these first
few weeks of warm sunlight is a dangerous business, and as single step can
plunge you into fold water that saps your life away in seconds. Some mages cast
spells upon the turgid waters, freezing them into blocks that can be crossed
safely.
Of course, such spells can freeze the water inside a body just as
easily.
Solidify
* Wizard Attack 7
"Your bolt of blue tinged magic strikes your foe, freezing them solid from the inside out."
Encounter * Arcane, Cold, Implement, Evocation
Standard Action * Ranged 5
Target: 1 Creature
Attack: Int vs Fortitude
Hit: 2d6 + Intelligence modifier Cold damage and the target is immobilized until the end of your next turn.
Miss: The target is slowed until the end of your next turn.
Effect: Creatures that end their turn adjacent to the target take 5 Cold damage.
"Your bolt of blue tinged magic strikes your foe, freezing them solid from the inside out."
Encounter * Arcane, Cold, Implement, Evocation
Standard Action * Ranged 5
Target: 1 Creature
Attack: Int vs Fortitude
Hit: 2d6 + Intelligence modifier Cold damage and the target is immobilized until the end of your next turn.
Miss: The target is slowed until the end of your next turn.
Effect: Creatures that end their turn adjacent to the target take 5 Cold damage.
Utility Powers
Deep snowfall in the arctic wastes can mask
a myriad of dangers, from crevasses that you may fall into and never escape, or
lightly packed snow just ready to collapse and avalanche down a mountain side.
Countless travellers have been lost in these dangerous areas, so you must learn
quickly how to step lightly to avoid danger.
Snowflake
Step * Wizard Utility 2
"Traversing unsafe glaciers requires your movement and steps to be as gentle as a snowflake."
Daily * Arcane, Enchantment
Minor Action * Personal
Effect: Until the end of the encounter, you gain a +2 power bonus to acrobatics and can ignore the penalty from difficult terrain when shifting.
"Traversing unsafe glaciers requires your movement and steps to be as gentle as a snowflake."
Daily * Arcane, Enchantment
Minor Action * Personal
Effect: Until the end of the encounter, you gain a +2 power bonus to acrobatics and can ignore the penalty from difficult terrain when shifting.
In early spring as the world rotates
around its distant sun, the seemingly endless dark winter nights give way to
the shimmering sunlight. Unwary travellers looking eastwards at the
magnificent orb of light are often blinded, their eyes permanently damaged by
the sunlight reflecting in incredible ways from the pure white snow upon the
ground.
Snow
Glare * Wizard Utility 6
"Years of travelling in the arctic conditions have conditioned your eyes to adjust to the bright glare from the reflected sun."
Daily * Arcane, Enchantment
Minor Action * Personal
Effect: Until the end of the encounter, you are immune to the effects of the Blinded condition.
"Years of travelling in the arctic conditions have conditioned your eyes to adjust to the bright glare from the reflected sun."
Daily * Arcane, Enchantment
Minor Action * Personal
Effect: Until the end of the encounter, you are immune to the effects of the Blinded condition.
It's said that those who spend to long upon
the glaciers and snow covered peaks become as cold hearted as the snow upon
which they walk. It is certainly true that everything they carry and wear
becomes covered in a layer of snow and ice that refuses to melt or fall away.
Wise mages know how to enchant this snow in order to protect them from the
inherent dangers of these lands, such as Frost Giants.
Iceberg
Armour * Wizard Utility 10
"Accumulated snow blown onto your armour solidifies into a shield of ice."
Daily * Arcane, Cold, Enchantment
Minor Action * Melee Touch
Target: You or one ally
Effect: The target gains a power bonus to his AC equal to 1 + half your Constitution modifier. Each time an attack against the targets AC deals damage, the attacker takes Cold damage equal to your Constitution modifier, and the power bonus decreases by 1.
"Accumulated snow blown onto your armour solidifies into a shield of ice."
Daily * Arcane, Cold, Enchantment
Minor Action * Melee Touch
Target: You or one ally
Effect: The target gains a power bonus to his AC equal to 1 + half your Constitution modifier. Each time an attack against the targets AC deals damage, the attacker takes Cold damage equal to your Constitution modifier, and the power bonus decreases by 1.
See more entries in the Winter Is Coming RPG Blog Festival.
No comments:
Post a Comment