Wizard Options - Cryomancy

Written by Jesse Metcalf.

NEW TALENTS

Cryomancy
Every spell you cast that (a) requires an attack roll against PD and (b) deals damage now deals cold damage instead of other types of damage unless you choose otherwise for a specific attack. In addition, once per day, when you cast a spell that that will deal cold damage, before rolling for the number of targets or making the spell’s attack roll, you can expend your quick action to augment the spell. Hit or miss, in addition to any damage dealt or other effects, the target is dazed (normal save ends). If the target is staggered, it is instead weakened (normal save ends).

 

NEW SPELLS

1st Level Spells

Frost Strike
Ranged spell
Daily
Target: One nearby or far away creature
Attack: Intelligence + Level vs. PD
Hit: 4d8 cold damage, and the target is stuck (easy save ends or ends automatically if the target takes 10+ damage).
Miss: The target is stuck until the beginning of your next turn, and you regain the spell during your next quick rest.
      3rd level spell - 5d8 cold damage.
      5th level spell - 8d8 cold damage.
      7th level spell - 3d4 x 8 cold damage.
      9th level spell - 5d4 x 8 cold damage.
Adventurer Feat: The save against being stuck now requires a normal save to ends or ends automatically if the target takes 25+ damage.
Champion Feat: The stuck effect, hit or miss, is now both stuck and dazed.
Epic Feat: The stuck effect, hit or miss, is now both stuck and weakened.


3rd Level Spells

Frost Conduit
Ranged spell
Daily
Target: 1d3 + 1 nearby enemies in a group.
Attack: Intelligence + Level vs. PD
Hit: 7d6 cold damage, and the target is dazed (save ends).
Miss: Half damage, and the target is dazed until the beginning of your next turn.
      5th level spell - 10d8 cold damage.
      7th level spell - 2d6 x 10 cold damage.
      9th level spell - 6d6 x 10 cold damage.
Adventurer Feat: The dazed effect, hit or miss, is now both stuck and dazed.
Champion Feat: The dazed effect, hit or miss, is now both stuck and weakened.
Epic Feat: The dazed effect, hit or miss, is now stunned.

5th Level Spells

Blizzard
Ranged spell
Daily
Special: When you cast this spell, you can choose to cast it recklessly.
Target: 1d3 nearby enemies in a group. If you cast recklessly, you can target 1d3 additional enemies, but then your allies engaged with any of the targets may also take damage (see below).
Attack: Intelligence + Level vs. PD
Hit: 9d8 cold damage, and the target is hampered until the beginning of your next turn.
Miss: Half damage.
Reckless miss: Your allies engaged with the target take one-fourth damage.
      7th level spell - 10d10 cold damage.
      9th level spell - 18d10 cold damage.
Champion Feat: The hampered effect now affects all targets, hit or miss (and affects allies engaged with targets when cast recklessly).
Epic Feat: The hampered effect is now save ends, hit or miss.

posted by Ryven Cedrylle on behalf of  Jesse Metcalf. See the original here.

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