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ice elemental



Circle of Cold

Level: 5
Range: 10ft radius, cast up to 90ft away.
Duration: Two minutes per level.
Casting Time: One melee action.
Damage: 1d4x10 S.D.C.
Saving Throw: None
P.P.E. Cost: 12

This spell creates a column of magical cold that is six feet tall and damages anyone attempting to pass through the circle.
The circle has an eerie, two- dimensional flicker of pale blue energy. Water freezes at the rate of one gallon per two minutes, and frostbite will occur with 10 minutes of unprotected exposure. These effects are applicable to the Cold Wall spell and other cold-based magic.
Cold Wall

Level: 7
Range: 90ft
Duration: Three minutes per level.
Casting Time: Two melee actions.
Damage: 4d6 S.D.C. or 1d6 M.D.C. per five feet of thickness.
Saving Throw: None
P.P.E. Cost: 20

This spell will create a barrier of freezing cold with a width of five feet per level of the caster, a length of 15 feet, and a height of 10 ft. Anyone moving through the wall takes damage every five feet traveled into the wall. Anything in the area of effect will start to ice over and freeze. The wall, like the circle, has a strange flicker of pale blue energy. This spell was taken from Aliens Unlimited, page 21, and slightly changed.
Frostbite

Level: 4
Range: 60ft
Duration: Instant
Casting Time: One melee action.
Damage: 2d4+4 S.D.C. -8 to stirke, parry, and dodge, cut speed to 1\4 save vs.pain
Saving Throw: Standard
P.P.E. Cost:15

A spell that inflicts painful frostbite on an extremity. The frostbite must be taken care of within 1d4 hours, or else the affected flesh needs to be removed. Professional medical care or psionic or magical healing is necessary to prevent amputation. Regeneration abilities take twice as long to heal the wounded flesh. Cast on a hand - weapons cannot be held, skill performance is -35%, and the character is -2 to parry and dodge and on initiative due to the pain and distraction. If a foot is affected cut speed by 75%, -4 to dodge, -2 on initiative, and the victim loses one attack. Aiming the spell anywhere else will be painful and difficult to tend to. The penalties for this are a -2 to parry, dodge, and initiative and a -10% on skill performance.

Ice Blast

Level: 6
Range: 90ft
Duration: Instant
Casting Time: One melee action.
Damage: 4d6+6 S.D.C. +1d6 S.D.C. or 1d4+1 M.D.C. per level.
Saving Throw: Dodge an 18 or higher.
P.P.E. Cost: 12

This spell is a chilling version of the Fireball spell. The mage can create a harmful cone of cold, frost, sleet, hail, and ice shards that is 5ft wide at the base of the cone when it hits. To dodge the attack, the victim must be aware it is coming. This spell was taken from Aliens Unlimited, page 21.

Impervious to Cold

Level: 3
Range: Self or others up to 60ft away.
Duration: Five minutes per level.
Casting Time: One melee action.
Saving Throw: Standard if resisted.
P.P.E. Cost: 5

Normal and magical cold will do no damage to the recipient of this protective magic.

Flying ice

level 5
range: 60ft + 10ft/level
duration: instant, usually takes a melee action to fly to its target,
depending on the distance
max weight: 50lb+25lb/level
save: dodge at -2
damage: 2d6 sdc /lb of rock
knockdown target: 10% + 4%/10lb rock - 4%/20lb target
ppe:30

NOTE: it is possible to send separate ice stones at sevral diferrent targets all at once, as long as the total weight does not exceed the spell maximun, but each extra target counts as an extra action that melee. Casting a stone to metal on the rocks in mid-flight will double the damage

Tower of ice

level 4
range: 100ft
duration: 2 min/level
ppe:25
save: dodge at -8 (because of the unexpectedness of the attack) if the spell is cast underneath you.
height: 10 ft/level Diameter: 5 ft/level
unsuspecting victims are knocked of balance, lose 2 attacks/melee are -5 to strike parry and dodge. if victims fall, they take standard fall damage. the cylinder has 10 md per 25 cubic feet (less than 3x3x3) the cylinder can be maintained at 15ppe/minute per level experience (eg 6th level walock casts for 12 minutes with 25 ppe, extends an extra 6 minutes with 15 ppe)

sheet ice
level 4
range: 15ft/level
area: 10 ft/level
duration: permanent
damage: varies
ppe: 15
save: avoid at -6 dodge
effects:
humans & robots: 30% chance slip with every move, -25% sense of balance takes d4 melee actions to get up again, 30% chance of failure
vehicles: -10% control roll/ 10 mph

deat hail
level 8
range: 100ft + 20 ft/level (note- minimum 50 ft)
height: 50ft +10ft/level (note- this height is acheived in the middle of the volley, so if you're trying to hit an air-born target, range will be halved)
ppe: 75
damage: 2d6x10 sdc to center target! 6d6 sdc to outer targets. no,this is NOT a nice spell
area affected: 10 feet / two levels
center target is -1/(level of warlock) to dodge and takes full damage outer targets are -(d4+1) to dodge, each rolls separately rolling with impact is possible, but at -3 for the center target.
Ice elemental Water elemental Earth elemental Air elemental Fire elemental
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