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School of Ice EmptyThu Sep 19, 2019 10:42 pm by SgtSarros
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 School of Ice

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SgtSarros
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SgtSarros


Posts : 609
Join date : 2017-09-20
Age : 46
Location : Near the north pole

School of Ice Empty
PostSubject: School of Ice   School of Ice EmptyMon Nov 20, 2017 4:25 pm

GuildMaster: Vacated due to previous GuildMaster passing away of old age.



Assistant Guildmaster: Eira Naida

School of Ice Eira10_800x600


First Circle

Create Snowball
Cost: 5MP
Uses: None unless resisted, then Psyche
Description: Creates one snowball times the level of the caster. Besides the obvious use for these, these magical snowballs can be thrown at fire element people and creatures. Attack and defense is both agility. If it hits it does Good damage ( elemental modifiers do not count for this attack ) and they must roll endurance. On a green or lower endurance roll it also reduces their fire spells by 1CS for a period based on the initial attack: 1 round on white or green, 2 on yellow, 3 on red.
Special Considerations:
1. While the spell takes up a casters turn, the snowballs last 5 rounds. They can be thrown on their next turn with the usual combat penalties for multiple attacks.
2. A player or creature can only be under the weakening effect of one enchanted snowball at a time.


Frost Shield
Cost: 5MP
Uses: Psyche
Description: Attacks do 1CS less damage to the caster. Any attack that does less then Typical damage is negated completely.  A  fire attack that would do at least Excellent damage after modifiers melts the shield. Lasts one round on a white, two on a green, three on a yellow. On a red roll, damage is reduced by 2CS and the first Excellent fire attack only reduces the shield's power by 1CS, it would take a second to destroy it.


Ice Darts
Cost: 5MP per dart
Uses: Psyche
Description: Fires a series of up to max circle learned ice darts in one go. Can be used to target one opponent or a series of opponents ( if multiple opponents only 1 dart per target ). These darts do Good piercing damage.


Speed Skate
Cost: 5 MP
Uses: Psyche ( only if asked by a GM )
Description: Puts ice on the bottom of your feet, allowing you to move quickly along flat surfaces. Gives +1 to run speed.




Second Circle

Frozen Mantle
Cost: 10 MP
Uses: Psyche
Description: Gives another target Good protection against Ice for 1d5 rounds.  On a red this become Excellent protection and lasts the full five rounds.


Ice Sculpting
Cost: 10MP
Uses: Psyche
Description: Makes a figure out of ice. While pretty but otherwise useless on it's own, other magical people or schools may be able to animate this as a temporary golem ( Such as necromancy, for example ). The stats of such a golem will be up to GM discretion.


Ice Slick
Cost: 10MP
Uses: Psyche
Description: Creates a sheet of ice under a person. Target rolls agility, if they fail they are in knockdown. Any target levitating off the ground is immune, as are some creatures ( example: plant monsters or those without feet. )



Third Circle

Ice Shards
Cost: 15MP
Uses: Agility
Description: Fires a pair of sharp icicles at an opponent. Target rolls agility to avoid. If this attack hits, caster rolls 1d2 for hits. These shards do Excellent Piercing damage.


Let it Snow
Cost: 15MP +5MP per round
Uses: Psyche
Description: Using the water within the air, the caster can make it snow anywhere they like. Indoors or outdoors in a cloudless sky. The snowstorm is limited to a maximum radius of 20 meters ( one area ) around the caster, though they can localize it to a smaller area such as 1 room of a building if they choose. Those within the magical snow have their water or ice spells increase in potency by 1CS, while those of fire lose 1CS in potency ( All rolls and damage is calculated one level higher or lower, respectively ).
Special Considerations:
1. Unlike most spells, the caster CAN cast other spells in future rounds while this spell is ongoing.


Winter's Breath
Cost: 15MP
Uses: Psyche
Description: Blows a blast of frost and cold air at an opponent. Target rolls endurance. Targets who fail are numbed, and recieve -1CS to Fighting, Agility, and Strength. Lasts 1 round, 2 on a green, 3 on a yellow. On an offensive crit or defensive botch this increases to 2CS.




Fourth Circle

Cold Feet
Cost: 20MP
Uses: Psyche
Description: Attempts to trap opponents in place. Target rolls agility to avoid. If caught, target is at -1CS Fighting, -2CS agility, and cannot move until freed. A successful yellow attack or any fire spell will free them ( no called shot required ). This attack only works on solid ground ( This would not work, for example on a beach or desert )


Frozen Rain
Cost: 20mp
Uses: Psyche
Description: Shards of ice fall from the sky, falling towards everyone in the area. Everyone, enemies and allies, rolls agility. Does Good damage to all targets hit ( attack color does not modify this ). Only works outdoors.


Path Of Frost
Cost: 20 MP
Uses: Psyche
Requires: Speed Skate
Description: The caster moves at +1 run speed, and leaves a path of ice wherever they go. In combat this equates to everyone needing to roll agility on their turn if they plan on using any melee attack. On a white Agility, inflict Knockdown. those with fire 3, Ice 2, or Frozen Mantle are immune. Lasts 1d3 rounds, 1d3+2 rounds on a yellow. On a red, requires yellow Agility to prevent Knockdown.




Fifth Circle

Blizzard's Breath
Cost: 20 MP
Uses: Psyche
Description: Can target two people with a numbing cold that freezes them in place for 1d3 rounds. Target rolls Endurance to resist. Frozen people can not act and the next hit on them is guaranteed to hit, but the ice counts as typical armor. Once the ice is frozen they are numbed ( -1 to Fighting, Agility and Strength ) for an additional 1d3 rounds. Once the spell wears off, target suffers from Mild Frostbite ( -1 to agility and hp regen where applicable ) until given at least a cura spell. On a red roll is They suffer from Moderate Frostbite ( -2 agility and HP regen if applicable ) until treated.


Elemental Pet
Cost: 25MP, plus 5MP/round
Uses: Psyche
Description: Causes an ice elemental to assist the caster. On it's turn ( It always has an init of 1 less then the caster ) it may attack one target of the caster's choosing.
Special Conditions:
1. On a white roll, the elemental has 40hp with good fighting and agility. It can cast the blizzard spell on targets for good damage. On a green roll this increases to 60hp with excellent fighting and agility, and the blizzra spell does excellent damage. On a yellow, it has 80hp, and the blizzaga spell does remarkable damage. On a red it gains an additional 3d6hp. On a 100 it gains 5d10hp instead and the blizzaga spell does incredible damage.
2. Having a body of ice, it has Typical armor against physical attacks. In addition, on any critical melee hits by the pet, the target gets Frostbite status ( -1 fighting and agility ) for 1d3 rounds, on a 100 this is until healed. It takes -2CS to water magic but +2CS to fire magic.
School of Ice Ice_pe10_800x600


Exploding Iceball
Cost: 20MP
Uses: Psyche to create
Description Sends a giant ball of ice out above your opponents. Once it reaches the specified distance, it explodes, raining down shards over everyone in the same area, including allies, so best if used from a distance or where the enemy outnumbers you. Deals Excellent damage to everyone who does not beat the casters roll.


Snowstorm
Cost: 30MP + 5MP per round
Uses: Psyche
Requirement: Let it Snow
Description: Using the water within the air, the caster can make it snow anywhere they like. Indoors or outdoors in a cloudless sky. The snowstorm is limited to a maximum radius of 20 meters around the caster, though they can localize it to a smaller area such as 1 room of a building if they choose. Those within the magical snow have their ice spells increase in potency by 1CS, while fire spells lose 1CS in potency ( All rolls and damage is calculated one level higher or lower, respectively ). In addition, those with no skill in Ice Magic roll defenses at -2CS as they are unable to see the attacks coming.
Special Considerations:
1. This storm is much more blizzard like and very dangerous to control. Unlike Let It Snow, needs constant concentration in order to maintain the ferocity of this storm, as the show swirls around in whiteout conditions.
2.. ALL targets on both sides within the snowstorm that do not at least have Ice 3 take Poor damage every round. If they have at least Fire 3, they take Typical damage instead.




Sixth Circle
Summon Frozen Angel
Cost: 50MP
Uses: Psyche
Description: Summons a magical spirit in the form of a flying angel of ice. It can be used for many uses, including but not limited to travelling through caves and across water and ice. It can swim at Good speeds, Typical if carrying someone with her  She can also fly at good speeds, Any person taken with her will be immune to all ice magic. The angel has 75MP, losing 1MP per minute that it is summoned, or per HP damage taken. The angel is immune to all ice magic, but takes double damage from fire magic. If the angel of ice is used during rain, it's MP loss if cut in half. If used during a blizzard, it's MP loss is negated. The angel will only be able to speak to the caster, and will only take orders from the caster.
School of Ice Ice_an10_800x600
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