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The third of the Mage classes: Cryomancer!


Cryomancer

Description

Cryomancers are Ice mages, and can be found primarily in the desert of Yoraelle, drawing COLD from the terrain and causing it to become HOT. When you choose Elemental Attunement: Ice, you gain the following features to add to, or replace Mage Clade features:

Creature Type

Your Elemental Attunement is now to ICE. You are considered an Elemental (Ice) Creature in addition to being HUMANOID. This means that you now take x2 Damage from Elemental (Fire) Magic-Keyword Powers. You take x0.5 Damage from Element (Life)-Keyword attacks.

Terrain Affinity

ICE is the element of warmth, heat, and destruction. ICE attacks are powerful, but have no additional effects. When you draw ICE from the terrain, you make the terrain HOTTER.

Desert is HOT terrain. When you summon an elemental from a desert, it will be FIRE-typed. ICE Mages are most powerful when in a DESERT. You deal x2 Damage when standing on DESERT.

Damage

Whenever you see that a spell is altered by the Elemental Attunement Mage Power, you will make the following changes to the spell:

Add Element (Ice) to the Damage-Keywords.
Add Ice to Damage Type.
Add Effect-Keyword: Delay
Use 1d8 as the Weapon Die.
This spell now deals x2 Damage to Elemental (Fire)-Keyword Creatures.

Powers

Make the following alterations to your powers:

[Element] Bolt becomes Ice Bolt, and gains the effects listed under Damage.

Gift of [Element] becomes Gift of Ice, and does the following effect:

Ice can freeze water, creating a limited number of blocks of ice to stand on or block paths. It can also douse fires, cool objects, and so on. When combined with Fire, Ice can also create water to nourish plants and make them grow.

[Element] Recovery becomes Flame Recovery, and gains the following effect:

Remove all BAD STATUS from the target, but delays next action by 2. This delay can remove someone from the round.

Cryomancer Powers

Level 1

Ice I
You smite your foes with the power of ice.
Active * Class, Delay, Magic, Ranged, Elemental (Ice)
Cost: 4 EP
Speed: 10
Effect: Deal 4d8+WILL Ice damage to one target.

Frosty Restore
You summon soothing frost to aid your allies.
Active * Class, Magic, Ranged, Healing, All
Cost: 4 EP
Speed: 5
Effect: This spell heals for 2d10+WILL HP.

Chill
Really, it's ice to see them.
Active * Innate, Class, Magic, Frozen
Cost: 5/10 EP
Speed: 10
Effect: For 5 EP, cast Freeze 33% chance, or for 10 EP, cast Freeze 95% chance.

Level 4

[Element] Barrier becomes Ice Barrier and gains the following effect:

When the target of Ice Barrier is hit by an attack, delay that enemy's next attack by 2.

Level 12

Ice II
You smite your foes with the power of ice harder.
Active * Class, Delay, Magic, Ranged, Elemental (Ice)
Cost: 16 EP
Speed: 10
Effect: Deal 8d8+WILL Ice damage to one target.

==========
Patch Notes
==========

2014/01/02
- Added Ice II.

- Added Ice Barrier as a Level 4 ability.
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