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Ray of Winter

The caster points their finger at a target speaks a magic word, and throws a sphere of concentrated winter freeze at the designated point. The blast fills the 20' radius affecting all targets within the target point. All creatures take damage unless they succeed in a Reflex save against the spell check DC, in which case they take half damage. The blast is a snap freeze, and there is a 50% chance that individual items within the blast area may freeze (such as leather armor and bows) causing them to become brittle and break when used (Luck check to avoid).

Effect

1 Lost, failure, and patron taint
2 - 11 Lost, failure
12 - 15 Failure but spell is not lost
16 - 17 The caster launches a blast up to 100', doing 3d6 damage.
18 - 21 The caster launches a blast up to 120', doing 4d6 damage.
22 - 23 The caster launches a blast that whips through the air like a white and blue comet striking different targets 1d4+1 times. The first target must be within 50', and that target takes 5d6 damage in an explosion of ice radius 20'. the blast then skips to a second target that must be from 20' to 50' from the first target, and this second target takes 1d6 damage from the cold that only affects the single target. The second target must be at least 20' away from the first target; this is the minimum "skip" distance. If there is a third, fourth, or fifth target, it must be another 20' away from the previous target, and it takes 1d6 damage. The blast must skip the indicated number of times. If the caster runs out of targets, he can skip the blast against inanimate objects freezing and possibly destroying or making them brittle enough to shatter with a hard strike.
24 - 26 The caster launches a blast as the blue comet up to 160', doing 6d6 damage. The comet arcs up like a catapult to a maximum 40' above ground at its peak. As such, it can curve around or over intermediate obstructions.
27 - 31 The caster launches a spray of small blasts appearing as snowballs. There are three sprays of 1d3+1 snowballs each. Each spray can target the initial target and up to two additional targets (up to three targets in total). The targets can be up to 200' away. Each snowball does 1d6 damage and has no blast radius; freezing chance still occurs.
32 - 33 The caster launches a single blast comet up to 200' doing 10d6 damage. The caster can choose an area of effect ranging from a single human-sized target up to the full sphere of 20' radius. The comet arcs to a height of 40' at its peak and can avoid intermediate objects.
34 - 35 The caster calls down a blast from the heavens, targeting a point up to 500' away and doing 14d6 damage. The caster can choose an area of effect ranging from a single human-sized target up to a sphere of 30' radius. Instead of projecting from their fingertip, the blast descends as an arctic storm upon the target. The caster must have line-of-sight to their target, but they can cast around obstructions in this manner. For example, they may be able to view the target through a periscope or via a crystal ball of some kind.
36+ The caster launches a blast at a target up to 1 mile away, doing 20d6 damage. The caster can choose an area of effect ranging from a single human-sized target up to sphere of 40' radius. The caster need not have line-of sight to the target. They can choose a geographic point of which they have knowledge (such as a specific hill, tree, or room) or target of which they have a physical trace (such as a lock of hair or fingernail). The blast explodes as a singularity at the designated point.

Manifestation

An expanding stream of blue-white spreads from the caster's fingers to the target area.
Related Discipline
Arcane (Two Faced Horned God)
Effect Duration
Instantaneous
Effect Casting Time
1 Round
Range
100' or more, bursting in a sphere of 20' radius or more
Level
3

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