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- Frost Spells/Abilities
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- ===Tier 1===
- ============
- Frost Armour
- >2-Mana(duration; till the end of combat; 1-Mana to repair damage to armor)
- >conversion takes 1 round
- raise armor weight-class by 1
- +10 to resist knockback
- Cryo-Shot
- >1-Mana
- on crit(Interesting Times) paralyze target for 1d5 rounds
- ranged attack
- Frozen Heart
- >1-Mana(duration; till the end of combat)
- +5 to toughness, might, Hardiness, survival
- +10 to resist Knockback and other actions that would move you
- ============
- ===Tier 2===
- ============
- Obsidian Ice
- >3-Mana(duration; near infinite; price is the first conversion)
- >first conversion takes 1 round
- >Requires Frost Armour
- +5 damage with Bludgeons and Axes
- +5 to hit
- only one weapon enchant per weapon per character
- Seeker Shards
- >2-Mana(sustained @1-Mana/round)
- >Requires Cryo Shot
- ranged attack
- up to X can be maintained for immediate use where X is player Level times 2
- +5 to hit(shotgun like description)
- Wall Of Ice
- >X-mana (sustained X/3-mana/round(rounded up))
- >Requires Frozen heart
- creates wall between two zones
- none can travel directly between those zones
- Reach Weapon, Ranged Weapon, and Magic attacks cannot pass into Zone
- TN to break wall is (X*10) unopposed Might Check
- ============
- ===Tier 3===
- ============
- Flash Freeze
- >3-Mana (sustained @1-Mana/round)
- >Requires Obsidian Ice
- high level reduction to Mana blocking attacks(input? manual section?)
- >or blocking Mana attacks(suggestions)
- Comet
- >3-Mana
- >Requires Seeker Shards
- Zone AOE
- +10 damage
- +10 to Footwork tests till next Round
- Ice Permiance
- >3-Mana
- >Requires Wall of Ice
- negate all penalties to movement due to Ice based attacks and obstructions
- ============
- ===Tier 4===
- ============
- Glacial Winds
- >6-Mana (Duration 3 rounds)
- >Requires at least 1 Tier 3 Spell
- all entities in zone suffer from AOE damage @ +10
- all enemies in adjacent zone(s) suffer AOE @ +5
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