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Copyright © 2001 by Robert J. Hall
Return to Fantasy HERO®
The limitation "Will not work in Temperatures above 80 F" has been replaced
by "Will not work in temperatures above 25 C (77 F)". Spells that do not
require END to maintain have their endurance cost in parentheses.
Avalanche
Upon casting this spell, a deep pile of ice and snow is dropped in the
target area, entrapping those caught within. The freezing cold will
immediately begin to numb any victims not protected against such elements, and
the deep snow will make it difficult to breath. If the spell casting roll is
failed, however, the pile of snow will instead trap the Wizard and anybody
nearby.
Power: 2d6 Entangle, Impervious to Sight Group (Snow Pile)
Modifiers: Both take Damage (+1/4); No DEF (-1-1/2), x2 Damage from
Fire attacks (-1/4). Active Cost = 45 points.
Power: 2d6 Energy Blast (Cold and Lack of Air)
Modifiers: NND (Appropriate Life Support) (+1), 0 END (+1/2),
Continuous (+1), Uncontrolled (+1/2); Linked to Entangle (-1/2). Active
Cost = 50 points.
Combined: Area Effect (3" Radius) (+1); Gestures (-1/4), Incantations
(-1/4), Requires Magic Skill Roll (-1/2), OAF - Water (-1), Character must
have at least 10 points in spells from Ice College (-1/4), Will not work in
temperatures above 25 C or in low humidity (-1/4), Extra Time - Full Phase
(-1), Side Effect (Avalanche is centered on caster) (-1).
END Cost: 9; Magic Roll: -9; Casting Time: 1 phase.
Real Cost: 14
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Blizzard
This powerful spell creates a Blizzard within a 1km radius of the target
hex at a future time selected by the spell caster. The blowing snow limits
visibility and doubles all range penalties for normal PER rolls. The howling
wind makes movement very difficult through the deepening snow, and it also
creates a severe wind chill. A total of 10cm of snow is deposited for each
hour the spell is in effect. If the Wizard fails his Magic Skill roll, a
Blizzard is centered on the Wizard.
Power: Change Environment (Snow in 1km radius)
Active Cost = 87 points.
Power: 2d6 Energy Blast (Cold)
Modifiers: Area Effect (1km Radius) (+2), Continuous (+1), NND (Warm
Clothing or Immunity to Cold) (+1); Linked to Change Environment (-1/2).
Active Cost = 52 points.
Power: 1d6 DEX Drain
Modifiers: Area Effect (1km Radius) (+2), Continuous (+1), Ranged
(+1/2); Linked to Change Environment (-1/2). Active Cost = 47
points.
Combined: Time Delay (+1/4), Single Continuing Charge lasting 4d6 hours
(Dispel or Average Temperature Above Freezing to Cancel) (+0); Costs END to
Start (-1/4), Gestures (-1/4), Incantations (-1/4), Independent (-2), Requires
Magic Skill Roll (-1/2), OAF - Water (-1), Character must have at least 20
points in spells from Ice College and at least 10 points from Storm
Magic College (-3/4), Will not work in temperatures above 0 C or in low
humidity (-1), Only works outdoors (-1/4), Extra Time - 5 Minutes (-2), Side
Effect (Blizzard goes off immediately, centered on Wizard) (-1).
END Cost: (19); Magic Roll: -19; Casting Time: 5
Minutes.
Real Cost: 18.
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Chip Ice
This spell will cause a body of ice to chip into a pile of small shards,
allowing the block to be cleared away by judicious scooping. When cast upon a
being made from ice or snow, this spell will function as a 2d6 Physical Energy
Blast. If the spell casting roll is failed, the Wizard suffers from
frostbite.
Power: 2d6 Minor Transform (Chip Block of Ice)
Modifiers: Cumulative (+1/2); Gestures (-1/4), Incantations (-1/4),
Requires Magic Skill Roll (-1/2), OAF - Water (-1), Character must have at
least 10 points in spells from Ice College (-1/4), Side Effect (1d6 NND KA
cold) (-1/2). Active Cost = 30 points.
END Cost: 3; Magic Roll: -3; Casting Time: 1/2 Phase.
Real Cost: 8.
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Comet Crash
A ball of dirty ice falls from the skies and smashes into the earth,
devastating the land about the target. The amount of damage is reduced with
increasing distance from the explosion. This spell is very difficult to cast,
and requires a full hour of steady concentration to complete.
Power: 16d6 Energy Blast to PD
Modifiers: Explosion, lose 1 DC per 4" (+1+1/4); 1/2 DCV Concentrate
(-1/4), Gestures (-1/4), Incantations (-1/4), Requires Magic Skill Roll
(-1/2), OAF - Water (-1), Character must have at least 30 points in spells
from Ice College (-1/4), Only outdoors (-1/4), Will not work in temperatures
above 25 C or in low humidity (-1/4), Side Effect (1d6 NND KA cold) (-1/2),
Extra Time - 1 Hour (-2-1/2). Active Cost = 180 points.
END Cost: 18; Magic Roll: -18; Casting Time: 1 Hour.
Real Cost: 27.
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Freezing Cone
Upon casting this spell, a 14" long, milky-white cone of pure cold projects
out from the fingertip of the Wizard, freezing anything in its path. If the
Wizard fails his Magic Skill roll, an explosion of cold occurs in his hex,
freezing the mage and anybody nearby.
Power: 6d6 Energy Blast (Cold)
Modifiers: Area Effect (Cone, Doubled) (+1+1/4); No Knockback (-1/4),
No Range (-1/2), Gestures (-1/4), Incantations (-1/4), Requires Magic Skill
Roll (-1/2), OAF - Water (-1), Character must have at least 10 points in
spells from Ice College (-1/4), Will not work in temperatures above 25 C or in
low humidity (-1/4), Side Effect (5d6 Energy Blast - Cold, Explosion) (-1/2).
Active Cost = 67 points.
END Cost: 7; Magic Roll: -7; Casting Time: 1/2 Phase.
Real Cost: 14.
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Freezing Weapon
This allows the caster to turn a weapon abysmally cold, increasing the
damage to any targets struck by the wielder. The weapon must be touched by the
caster, but it can be used anywhere within range of the Wizard. Immunity to
cold, or warm gloves are required to protect the wielder from the
freezing weapon. If the spell is miscast, the extremities of the caster are
frostbitten, rendering them all but useless.
Power: 1d6 RKA (Cold)
Modifiers: Useable by Others at Range (+3/4); RKA - No Range (-1/2),
Gestures (-1/4), Incantations (-1/4), Requires Magic Skill Roll (-1/2), OAF -
weapon (-1), Character must have at least 10 points in spells from Ice College
(-1/4), Will not work in temperatures above 25 C or in low humidity (-1/4),
Side Effect (3d6 Character Points of DEX Drain) (-1/2), Limitation: cold
damage to wielder (1d6 NND KA cold) (-1/2). Active Cost = 26
points.
END Cost: 3; Magic Roll: -3; Casting Time: 1/2 Phase.
Real Cost: 5.
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Frosty Mug
While an Ice Wizard is away on a mission to the warmer climes, there's
nothing quite like a nice cool drink. For this reason, this simple spell was
developed to allow the mage to chill any beverages on his table. This spell
can also prove useful during alchemical experiments, when it becomes necessary
to keep a liquid cool.
Because Frosty Mug will function at any temperature, it requires additional
energy to cast. If the spell is miscast, all the beverages in the vicinity
become uncomfortably hot, no doubt producing some negative reactions from the
patrons.
Power: Control Environment - Cool Liquids
Modifiers: No Range (-1/2), x3 Increased END (-1), Gestures (-1/4),
Incantations (-1/4), Requires Magic Skill Roll (-1/2), OAF - Beverage (-1),
Character must have at least 10 points in spells from Ice College (-1/4), Side
Effect (Heat Liquids - 32" radius) (-1/2). Active Cost = 10 points.
END Cost: 3; Magic Roll: -1; Casting Time: 1/2 Phase.
Real Cost: 1.
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Hail Stones
Within the 8" radius of this spell, everybody is continually pummeled by
giant hail stones while the spell is maintained. If the caster fails his Magic
Skill roll, the joints of the Wizard freeze up and he suffers excruciating
pain whenever he moves.
Power: 2d6 Energy Blast vs. PD (Hail Stones)
Modifiers: Area Effect (x4 Radius) (+1+1/2), Continuous (+1); No
Knockback (-1/4), Gestures (-1/4), Incantations (-1/4), Requires Magic Skill
Roll (-1/2), OAF - Water (-1), Will not work in temperatures above 25 C or in
low humidity (-1/4), Character must have at least 10 points in spells from Ice
College (-1/4), Side Effects (2d6 Character Points DEX Drain, recover 5
points every 5 minutes) (-1/2). Active Cost = 35 points.
END Cost: 3; Magic Roll: -3; Casting Time: 1/2 Phase.
Real Cost: 8.
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Hibernation
This allows the Wizard to place up to four voluntary targets in a state of
suspended animation for a period of up to three months. In this state, the
sleeping targets have no need to eat or drink, and they are protected from
(non-magical) freezing cold. If the Wizard fails his Magic Skill roll, he
suffers an intense attack of weariness that lasts for a few hours.
Power: Life Support (No need to eat, drink, or excrete; Protected from
freezing cold)
Modifiers: 0 END Persistent (+1), Useable by 4 Others including Wizard
(+1), Single Continuous Charge lasting 1 season (Awaken to Cancel) (+3/4);
Costs END to start (-1/4), Gestures (-1/4), Requires Magic Skill Roll (-1/2),
Character must have at least 10 points in spells from Ice College (-1/4), Will
not work in temperatures above 25 C or in low humidity (-1/4), Extra Time - 5
Minutes (-2), Side Effects (2d6 STUN Drain, Return rate of 5 per hour) (-1/2).
Active Cost = 30 points.
END Cost: (3); Magic Roll: -3; Casting Time: 1/2
Phase.
Real Cost: 6.
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Ice Sight
By means of this spell, the Ice Wizard is able to see clearly through all
forms of snow or ice. This ability can be used to search for food or objects
buried beneath the snow, or to see through an icy barrier. If the Wizard fails
his Magic Skill roll, he is temporarily blinded by snow flash.
Power: N-Ray Vision (Only through frozen water)
Modifiers: Costs END to Use (-1/2), 1/2 DCV Concentrate (-1/2),
Incantations (-1/4), Requires Magic Skill Roll (-1/2), OAF - Water (-1),
Character must have at least 10 points in spells from Ice College (-1/4), Side
Effects (3d6 Flash) (-1/2). Active Cost = 20 points.
END Cost: 2; Magic Roll: -2; Casting Time: 1/2 Phase.
Real Cost: 4.
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Ice Slick
Within the radius of this spell, a glass-smooth surface of ice appears on
the ground, making the footing especially treacherous. Those moving across the
ice slick can also slip and fall, sliding in the direction they were moving.
If the Wizard fails his Magic Skill roll, the slick appears centered on the
floor beneath the caster.
Power: 2d6 Suppress Running
Modifiers: Area Effect (2" Radius) (+1+1/4), Continuous (+1), Does
Knockback (+1/4); Gestures (-1/4), Incantations (-1/4), Requires Magic Skill
Roll (-1/2), OAF - Water (-1), Will not work in temperatures above 25 C or in
low humidity (-1/4), Character must have at least 10 points in spells from Ice
College (-1/4), Side Effects (Slick is targeted on caster) (-1/2), Extra Time
- Full Phase (-1/2). Active Cost = 35 points.
END Cost: 3; Magic Roll: -3; Casting Time: 1/2 Phase.
Real Cost: 8.
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Iceberg
An Ice Wizard can cast this spell upon any large body of water to create a
small iceberg. The depth of the iceberg is determined by the amount of time
the spell is maintained. Every 13 points of BODY transformed by this spell
creates a roughly circular ice flow some 2 meters in depth. Of this ice,
ninety percent will lie below the surface of the water. This spell is useful,
for example, if the Wizard nees to create a water hazard to block or damage a
ship. If the spell casting roll is failed, the Wizard suffers from
frostbite.
Power: 1d6 Minor Transform (Water to Ice)
Modifiers: Area Effect (64" Radius) (+2+1/2), Cumulative (+1/2),
Continuous (+1/2); 1/2 DCV Concentrate Throughout (-1/2), Gestures (-1/4),
Incantations (-1/4), Requires Magic Skill Roll (-1/2), OAF - Water (-1),
Character must have at least 10 points in spells from Ice College (-1/4), Only
on a water surface (-1/2), Will not work in temperatures above 25 C or in low
humidity (-1/4), Extra Time - Full Phase (-1/2), Side Effect (1d6 NND KA cold)
(-1/2). Active Cost = 45 points.
END Cost: 4; Magic Roll: -4; Casting Time: 1 Phase.
Real Cost: 7.
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Igloo Fortress
This spell allows the caster to create a 3" radius Igloo on an ice or snow
surface. The Igloo can have a combined number of portals, arrow slits,
chambers, ice windows, and other features equal to the casters INT. The
temperature within the Igloo will remain near freezing, so occupants will
still require warm clothing or immunity to cold. When the outside temperature
rises above freezing, the Igloo will begin to melt at the rate of 1 BODY per
hour for every 10 degrees Celsius. When cast upon a body of liquid water, the
same spell can be used to create an ice raft. If the Wizard fails his Magic
Skill roll, he is encased in ice.
Power: 2d6 Entangle (Ice)
Modifiers: Area Effect (Radius) (+1), Variable-sized Hole in Middle
(+1/2); Gestures (-1/4), Incantations (-1/4), Requires Magic Skill Roll
(-1/2), OAF - Water (-1), Character must have at least 10 points in spells
from Ice College (-1/4), Only on a water surface (-1/2), Igloo takes x2 BODY
from Heat (-1/2), The igloo loses 1 BODY per hour for every +10 C above
freezing (-1/4), Extra Time - 1 Turn (-1), Side Effects (3d6 Entangle, Ice
takes all damage, Impervious to Hearing/Smell/Taste, Brittle) (-1/2).
Active Cost = 50 points.
END Cost: 5; Magic Roll: -5; Casting Time: 1 Turn.
Real Cost: 8.
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Primordial Ice
By lowering the temperature far below freezing, this spell can be used to
turn an existing (100kg or less) ice form as hard as steel. The bitterly cold
object inflicts freezing damage on anything it touches, and makes handling the
item very hazardous without proper protection. As with normal ice, the object
will melt in temperatures above freezing, but more slowly than usual.
Power: +1d6 RKA (Freeze)
Modifiers: NND (Warm Clothing or Immunity to Cold) (+1), 0 END
Persistent (+1); RKA - No Range (-1/2). Active Cost: 60.
Power: +5 PD, +3 ED Armor
Modifiers: Persistent (+1/2); Linked to RKA (-1/2), Only to protect Ice
Object (-1/2). Active Cost = 30 points.
Combined: Costs END to Start (-1/4), Gestures (-1/4), Incantations
(-1/4), Requires Magic Skill Roll (-1/2), OAF - Ice Object (-1), Independent
(-2), Character must have at least 10 points in spells from Ice College
(-1/4), Object takes x1.5 BODY from Heat (-1/4), In temperatures above
freezing, the item loses 1 BODY per day for every +10 C (-1/4), Extra Time - 1
Turn (-1).
END Cost: (9); Magic Roll: -9; Casting Time: 1 Turn.
Real Cost: 12.
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Resistance to Cold
This spell will protect up to four targets against the effects of Cold-
based magic. The protection remains in effect as long as the caster maintains
the spell and the members of the group stay within sight.
Power: +10 ED Force Field
Modifiers: Useable by Others (four, at range) (+1+1/2), Half END
(+1/4); Only against cold-based magic (-1), Gestures (-1/4), Incantations
(-1/4), Requires Magic Skill Roll (-1/2), OAF - Water (-1), Character must
have at least 10 points in spells from Ice College (-1/4). Active Cost
= 27 points.
END Cost: 1; Magic Roll: -3; Casting Time: 1/2 Phase.
Real Cost: 6.
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Rising Column of Ice
Upon casting this spell, a column of ice begins to rise out of the ground,
lifting up anything standing on the hex. However, this column wraps any rooted
objects inside the ice column without lifting them out of the ground. The
column will rise two meters for every 13 points of BODY generated by this
spell. If the Wizard fails his Magic Skill roll, he is encased in ice.
Power: 2d6 Entangle
Modifiers: Area Effect (hex) (+1/2), Continuous (+1); Lifts any objects
not rooted in hex (-1/2), Gestures (-1/4), Incantations (-1/4), Requires Magic
Skill Roll (-1/2), OAF - Water (-1), Will not work in temperatures above 25 C
or in low humidity (-1/4), Character must have at least 10 points in spells
from Ice College (-1/4), Side Effects (3d6 Entangle, ice takes all damage,
stops Hearing/Smell/Taste group, brittle) (-1/2). Active Cost = 50
points.
END Cost: 5; Magic Roll: -5; Casting Time: 1/2 Phase.
Real Cost: 11.
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Skate
This spell allows the Wizard to glide very rapidly across a relatively
smooth snow or ice surface. However, turning is difficult on such a slick
surface, so skating has a turn mode of 4. The Wizard must still pay the
standard END cost of 1 point per 5" running each phase.
Power: +10" Running
Modifiers: Costs END to start (-1/4), Only across relatively smooth
snow or ice surface (-1), 4 Turn Mode (-1/4), Incantations (-1/4), Requires
Magic Skill Roll (-1/2), OAF - Water (-1), Character must have at least 10
points in spells from Ice College (-1/4). Active Cost = 20 points.
END Cost: (2); Magic Roll: -2; Casting Time: 1/2
Phase.
Real Cost: 4.
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Summon Ice Elemental
This powerful incantation allows the ice Wizard to summon a Ice Elemental.
The Elemental will attempt to slay the summoner, and the caster will need some
means to control it. To use the spell, the caster must have inscribed a circle
of summoning on a large sheet of ice. If the caster fails his roll, the
creature will still be summoned but will have an immense hatred of the caster
and will be difficult to control.
Power: Summon
Ice Elemental
(239 points)
Modifiers: Concentrate: 1/2 DCV while casting (-1/4), Gestures (-1/4),
Incantations (-1/4), Extra Time: 1 Hour (-2-1/2), Requires Magic Skill Roll
(-1/2), OAF - Ice, Immobile (-2), Will not work in temperatures above freezing
(-1/4), Character must have at least 20 points in spells from Ice
College (-1/2), Side Effects (Same summoning but the Elemental has +10 EGO,
has 20 points of Mental Defense against Mind Control, and hates the caster)
(-1). Active Cost = 78 points.
END Cost: 8; Magic Roll: -8; Casting Time: 1 hour.
Real Cost: 9.
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Trackless
Once cast, this spell allows a group of up to eight individuals to move
slowly across a snow surface without leaving tracks. Members of the group must
remain within viewing range of the Wizard or they will begin to leave tracks.
If the Wizard fails his Magic Skill roll, the leg joints of the targets
stiffen from cold.
Power: 5" Flight
Modifiers: Useable at Range by Others (8 including Wizard) (+1+3/4);
Only to move across snow surface (-1), Gestures (-1/4), Incantations (-1/4),
Requires Magic Skill Roll (-1/2), OAF - Water (-1), Character must have at
least 10 points in spells from Ice College (-1/4), Side Effects (2d6 character
points of Running Drain against targets, recover 5 per minute) (-1). Active
Cost = 27 points.
END Cost: 3; Magic Roll: -3; Casting Time: 1/2 phase.
Real Cost: 5.
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Spell Determination
To randomly determine the spells known to a typical adept of the College of
Ice Wizards, use the tables of scholarly disciplines below. An experienced Ice
Wizard will commonly have several spells from a single primary discipline,
plus a spell each from the other disciplines.
| 2d6 | School of Cold |
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| 2 | Balthazar's Preserving Ice |
| 3-5 | Detect |
| 6 | Call Cold |
| 7 | Frosty Mug |
| 8 | Ice Sight |
| 9-10 | Ices of Vision |
| 11-12 | Resistance to Cold |
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| 2d6 | School of Freezing |
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| 2-4 | Deep Freeze |
| 5 | Chill Blood |
| 6 | Skin of Ice |
| 7-8 | Freezing Weapon |
| 9 | Freeze Liquid |
| 10 | Ice Slick |
| 11-12 | Freezing Cone |
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| 2d6 | School of Ice |
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| 2 | Create Ice |
| 3-4 | Chip Ice |
| 5-6 | Ice Bonds |
| 7-8 | Wall of Ice |
| 9-10 | Ice Glitter |
| 11 | Rising Column of Ice |
| 12 | Primordial Ice |
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| 2d6 | School of Winter |
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| 2-3 | Avalanche |
| 4-5 | Igloo Fortress |
| 6 | Hibernation |
| 7 | Skate |
| 8 | Trackless |
| 9 | Iceberg |
| 10-11 | Hail Stones |
| 12 | Blizzard |
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| 2d6 | School of Ice Summoning |
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| 2 | Comet Crash |
| 3-4 | Summon Ice Elemental |
| 5-6 | Ice Ball |
| 7 | Ice Mists |
| 8-9 | Dispel |
| 10-12 | Ice Shards |
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