Cold S.N.A.P.S
Like all Tinkerers, eventually you feel that you could boost your creations with the power of magic! One of your first creations is a strange device you dub the "Cold Super-Nitro-Air-Propelled-Sprayer" or "Cold S.N.A.P.S" for short.
Deployed anywhere within line-of-sight & within 10 tiles, Cold S.N.A.P.S will travel to its designated location before anchoring down and siphoning some of your Spell Castings to spin up to speed. Once up to speed, it will spray the tiles around it (up to 3 tiles away!) with highly-pressurized nitrogen, freezing everything & everyone solid (Frozen) & dealing 1d20 Frost damage per turn until it is de-activated or destroyed.
Cold S.N.A.P.S has 20 Health Points & a Defense of 5.
Note: This device costs 30 Materials to craft, but 3 Spell Castings to deploy. Crafting is an Action as well as deployment.
Bosses need to roll 1d20 & get >10 to avoid being Frozen, but will still take the damage like normal. Bosses will continue rolling their save, even if encased in ice; if they succeed, they will break free, taking shatter damage based on how early they broke out.
Cold S.N.A.P.S can be deactivated at any time and retrieved to be used again at a later time. Though it will require more of your Spell Castings to be redeployed.
Spell Castings are consumed on deployment, as the device would become unstable if powered but not used.
You may carry one (1) Cold S.N.A.P.S per character.
Cost: 30 Materials to craft & 3 Spell Castings to activate
Speed: Action
Damage: 1d20 + Frozen effect
Item's Health Points: 20
Item's Defense: 5
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