Roleplayer #7, November 1987
Ice Magics from the Frozen North
by Marc Janssen
The mages of northern Megalos have developed a special set of Water spells,
all dealing with ice and cold. While these spells are not secret, they
are seldom practiced south of the duchy of Kethalos -- their effectiveness
in warmer climes is severely limited. This time of year, though, mages the
world around can put these spells to good use.
The ice produced by these spells is "natural" -- it is nothing
more than frozen water. It will last indefinitely at temperatures below
freezing, but will melt at higher temperatures. The GM must determine the
rate at which ice melts on a case-by-case basis, considering the amount
of ice to be melted, the air temperature, the effects of any fife or warm
objects near the ice, salt poured on the ice. . . . One-hex magical fire
or heat will melt one hex of Frost, Ice Slick, or Snow, or melt 5 gallons
of Frozen water. One hex of Ice Slick will extinguish one hex of magical
fire, but Frost and Snow will only cause the fire to sputter and steam.
As with other water spells, these ice magics will not affect the water in
a living body unless specifically noted.
Frost . . . . . Area
Creates a covering of frost on all surfaces in the area of effect. The frost
is real, and will last indefinitely If the temperature is below freezing.
In warmer conditions, the frost will quickly melt to a dew. Cast upon a
real or magical fire, the frost will produce a cloud of steam and cause
the flames to hiss for a few seconds. Only a tiny fire -- a match or candle
-- would actually be extinguished by a Frost spell.
A Frost spell cast upon a fire elemental or other flaming creature will
do one hit of damage to the creature, but is more likely to anger it than
drive it away.
Duration: The frost lasts until it melts naturally.
Base Cost: 1
Prerequisites: Create Water or Cold.
Item: Staff, wand or jewelry. Cost: 200 energy,
$350 spell materials.
Ice Slick . . . . . Area
Covers the floor or ground with a quarter-inch sheet of clear ice. Footing
on this ice slick is very precarious. All close combat and melee attacks,
and all active defenses, are at -3 on an ice slick. Other physical skills,
including missile and thrown weapon attacks, are at -2. Even walking across
an ice slick is usually difficult -- in general, anyone attempting to walk
or ran across an ice slick must roll against DX-2 as he enters each
hex. If he fails this roll, he falls to the ice. He may, with another
DX-2 roll, attempt to stand on his next turn. Spiked footwear will negate
all penalties on ice.
Ice slicks are very difficult to see. Anyone not actively watching the ground
for ice must make a roll against IQ-3 to notice an ice slick before stepping
onto it.
Duration: An ice slick lasts until it melts naturally.
Base Cost: 3.
Time to Cast: 2 seconds per 3 ST used to cast.
Prerequisite: Frost.
Items: (a) Rug or mat. Cost per hex: 100 energy,
$250 spell materials. (b) Wand, staff or jewelry. Cost: 250 energy, $500
spell materials.
Freeze . . . . . Regular
Turns water into solid ice. The ice will retain the shape of its container;
in open water, the affected volume freezes as a sphere or cube, at the caster's
option. A Shape Water spell may be cast to form the water before it is frozen,
or to alter the shape of the ice after it is frozen.
Remember that water expands as it freezes. Cast upon water in a container,
this spell may cause the container to burst from the pressure of the ice
within.
Duration: The ice lasts until it melts naturally.
Cost: 2 for an object up to the size of a fist, 4 for up to a cubic
foot, 6 for a one-hex object, 3 more for each additional hex. If the temperature
is above freezing, the caster may maintain the spell by expending as much
ST as used in the original casting, once every 10 minutes.
Time to Cast: 10 seconds.
Prerequisite: Shape water.
Item: Staff, wand or jewelry. Cost: 200 energy,
$100 spell materials.
Ice Vision . . . . . Regular
Enables the subject to see through solid ice or piled snow -- to see caves,
entombed victims, the ground or water beneath the ice, etc. Snow and uncut
ice (up to 50 yards thick) are transparent to the subject, wherever he looks.
No type of earth, mineral or metal is transparent, nor is cut ice.
Duration: 30 seconds.
Cost: 2 per 10 yards of depth to cast; the same to maintain.
Prerequisite: Shape Water.
Item: Any. Energy cost to create: 400.
Snow Shoes . . . . . Regular
Allows the subject to cross ice or snow as though it was regular ground.
Snow shoes eliminate any movement, DX or skill penalties normally assessed
for ice or snow. The subject is still subject to penalties caused by an
unstable surface, such as a rocking ice floe or an avalanche.
Duration: 1 minute.
Cost: 2 to cast, 1 to maintain.
Time to cast: 2 seconds.
Prerequisite: Shape Water.
Item: Shoes, boots or sandals. Works for wearer
only. Energy cost to create: 350.
Snow . . . . . Area
Creates (or prevents) 1 inch of snow, in a normal outdoor setting. To work
properly, this spell must be cast when the temperature is 32 degrees or
lower. Cast under warmer conditions, this spell simply summons a thin drizzle,
dampening the ground but not leaving any significant puddles.
Duration: 1 hour.
Base Cost: 1/15. Each additional 1/15 ST increases the amount of
snow by 1 inch per hour. Cost to maintain is the same per hour.
Prerequisites: Clouds, Frost.
Item: Staff. Energy cost to create: 450. Must
be kept cool when not in use; loses its powers if it is exposed to temperatures
over 90 degrees for more than two hours. Usable only by a mage.
Frostbite . . . . . Regular: Resisted by HT
Lowers the temperatures in the body tissues of the subject, causing damage
or death. Affects the whole victim if cast from a distance; if cast by Mage's
Touch, damage is limited to the part touched. Armor does not protect.
Duration: Damage is permanent until healed.
Cost: 1 per die of damage done, up to 3.
Time to cast: 3 seconds.
Prerequisite: At least 5 Water spells, including Frost and Freeze.
Item: Wand or Staff. Usable only by a mage; must
touch victim. Cost: 700 energy, $1,000 spell materials.
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