Kryx RPGThemesMonsters

Ice

Ice is like a cold glass; it is hard, frail, and sharp. The Ice theme focuses on cold damage and slow effects, with some protection and utility.

Spells from the Ice theme allow you to freeze creatures, cover areas in bitter cold, encase yourself in ice, spear creatures with ice, conjure frost fogs, rain sleet and ice, create walls of ice, animate creatures of ice, assume the form of ice, and unleash blizzards.

Power sources

Primal

Table of contents

Ice feats

You can take each feat only once, unless the feat’s description says otherwise. You must meet any prerequisite specified in a feat to take that feat. If you ever lose a feat’s prerequisite, you can’t use that feat until you regain the prerequisite.

You can speak, read, and write Aquan and whenever you make a Charisma check when interacting with elementals, you have advantage.

Additionally, you are unhindered by difficult terrain caused by ice or water.

Prerequisites: You must have a magical or physical means of gaining this resistance. Speak to your GM.

Your life has forced you to be hearty to survive. You have resistance to cold damage, don’t suffer the effects of extreme cold, and have advantage on saving throws against effects that would apply the slowed condition.

Prerequisites: The ability to cast at least one ice spell

You gain the ability to turn areas of water to ice.

If it is raining, you can use an action to cause the rain to fall as sleet in a 4-meter radius cylinder centered on you. If it falls as sleep the area is lightly obscured and the ground becomes covered in slippery ice for 1 minute. A creature that enters the area or ends its turn there must succeed on a Reflex saving throw or fall prone. You can end this effect on your turn (no action required).

If it is raining, you can use an action to cause the rain to fall as snow in a 4-meter radius cylinder centered on you. The area is heavily obscured and the ground becomes difficult terrain for 1 minute. You can end this effect on your turn (no action required).

You can move across any water surface as if it were solid ground as your steps create ice patches on the top of the water for 1 minute.

Prerequisites: The ability to create a concoction or cast a spell that deals cold damage

When a creature rolls a 1 on a damage die for a concoction you created or you roll a 1 on a damage die for a spell you cast that deals cold damage, you or the creature can reroll the die.

Prerequisites: Ice Adept feat

Concoctions you create and spells you cast ignore resistance to cold damage.

Prerequisites: The ability to cast at least one spell

You are unhindered by difficult terrain caused by ice and you cause the ground beneath you to transform into shifting glaciers. Your walking speed is increased by 4 meters as the glaciers propel you forward and the ground you move on is turned into difficult terrain for 1 minute. You can start or end this feature once on your turn.

Ice concoctions

unstable, 5 minutes/catalyst

As an action, you can create this dark, cold oil. As an action, a creature can coat one weapon with the oil to cause it to freeze creatures it hits. For the duration, the weapon deals an extra 1d6 cold damage when it hits.

If the attack misses by 4 or less, the weapon deals half as much damage.

Alternatively, you can touch a quiver containing arrows or bolts, granting the ammunition pulled from it the same effect. The oil’s effect ends on a piece of ammunition when it hits or misses.

Augment

You can increase the damage by 1d6 for each additional catalyst expended and an additional 1d6 for every two additional catalyst expended.

3 hours/catalyst

As an action, you can create a vial of light blue liquid that continuously produces a coating of ice on the outside of the vial. A creature can drink the contents as an action. While it isn’t wearing armor a protective coating of ice surrounds its body until the effect ends. The creature’s Defense becomes 13 + half its proficiency bonus + its Dexterity (max 4). The effect ends if the target dons armor or if it dismisses the effect (no action required).

1 minute/catalyst

As an action, you can create this vial of light blue liquid. As an action, a creature can throw the vial at a point within 5 meters. A thin layer of ice covers the ground in a sphere that is twice as big as normal centered on the point and turns it into difficult terrain for the duration.

When the ice appears, each creature standing in its area must succeed on a Reflex saving throw or fall prone. A creature that enters the area or ends its turn there must also succeed on a Reflex saving throw or fall prone.

As an action, you can create this vial. As an action, a creature can throw the vial at a point within 5 meters, shattering it on impact. Each creature in a sphere centered on that point must make a Reflex saving throw.

On a failed save, a creature takes 3d8 cold damage and is slowed 1 until the end of its next turn.

On a successful save, it takes half as much damage and isn’t slowed.

Augment
You can augment this concoction with the following options, expending catalysts for each option.
  • You can increase the damage by 2d8 for each additional catalyst expended.

  • You can increase the slowed level by 1 for each additional catalyst expended.

1 hour/catalyst

As an action, you can create a vial liquid with white powder that is cold to the touch. A creature can drink the contents as an action so ice rimes its body. The creature has resistance to cold damage, ignores the effects of extreme cold, and can move across difficult terrain created by ice or snow without spending extra movement for the duration.

Augment
You can augment this concoction with the following options, expending catalysts for each option.
  • Immunity. You can expend 2 additional catalysts so the creature is immune to cold damage.

  • Fire Resistant. You can expend 1 additional catalysts so the creature has resistance to fire damage.

5 minutes/catalyst

As two actions, you can create this bomb. As an action, a creature can throw this bomb at a point within 5 meters, where it explodes on impact. A billowing mass of icy and misty vapors spreads to fill a sphere for the duration. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 15 kilometers per hour) disperses it.

A creature that enters the area for the first time on a turn or starts its turn there must make a Fortitude saving throw.

On a failed save, a creature takes 1d6 cold damage and is slowed 1 until the end of its next turn.

On a successful save, a creature takes half as much damage and isn’t slowed.

Augment
You can augment this concoction with the following options, expending catalysts for each option.
  • You can increase the damage by 1d6 for each additional catalyst expended.

  • You can increase the slowed level by 1 for each additional catalyst expended.

  • You can expend 1 additional mana or psi so duration changes to 1 hour/catalyst.

Ice spells

5 minutes

As an action, you shape a small amount of water, ice, or snow within 5 meters and that fits within a 1-meter cube. You manipulate it in one of the following ways:

  • If you target an area of loose snow, you can hurl it. Make a ranged spell attack against a creature within 5 meters. On a hit, the target takes 1d8 bludgeoning damage. If you miss by 4 or less, the target takes half as much damage.
  • If you target an area of loose snow, you can instantaneously excavate it, move it along the ground, and deposit it up to 1 meter away. This movement doesn’t involve enough force to cause damage. This can be used to create a small foxhole with half cover.
  • You cause shapes, colors, or both to appear on the ice or snow, spelling out words, creating images, or shaping patterns. The changes last for 1 hour.
  • You can create an item by freezing water or forming snow or ice. The item created cannot exceed half a cubic meter in volume. It melts early if it is exposed to extreme heat or a flame. Objects created in this manner may be used as tools, but they are too fragile to be extensively used. They are also too fragile to be used as weapons except for arrows, bolts, bullets, and darts (casting this spell will create up to three of such at once).

If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect on your turn (no action required).

At higher levels

This spell’s damage increases by 1d8 when you reach 9th level (2d8) and 17th level (3d8).

As an action, a creature that you can touch or see within 10 meters must make a Fortitude saving throw.

On a failed save, numbing frost forms on it as it takes 1d8 cold damage, and either its speed is reduced by 2 meters until the end of its next turn or it has disadvantage on the next weapon attack roll it makes before the end of its next turn (your choice).

At higher levels

This spell’s damage increases by 1d8 when you reach 9th level (2d8) and 17th level (3d8).

As an action, a ball of snow or icicle forms in your free hand. You can throw the snowball or icicle or stab a creature with the icicle.

If you stab a creature with the icicle, make a melee spell attack. If you throw the snowball or hurl the icicle, make a ranged spell attack against a creature within 5 meters.

On a hit, the target takes 1d8 bludgeoning or piercing damage (bludgeoning if it is a snowball, piercing if it is an icicle).

If you miss by 4 or less, the target takes half as much damage.

At higher levels

This spell’s damage increases by 1d8 when you reach 9th level (2d8) and 17th level (3d8).

concentration, 1 minute/mana or psi

As an action, you freeze the veins of up to two creatures that you can touch or see within 10 meters and within 5 meters of each other. Each target must succeed on a Fortitude saving throw or be slowed 1 for the duration.

A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Augment
You can augment this spell with the following options, expending mana or psi for each option.
  • You can target two additional creatures for each additional mana or psi expended. The creatures must be within 5 meters of each other when you target them.

  • You can expend 1 additional mana or psi to changes to increase the slowed level by 1.

As an action, a blast of cold air erupts from your hands. Each creature in a cone must make a Fortitude saving throw.

On a failed save, a creature takes 3d6 cold damage and is slowed 1 until the end of its next turn.

On a successful save, a creature takes half as much damage and isn’t slowed.

A creature killed by this spell becomes a frozen statue until it thaws.

If the blast of cold air strikes a body of water or a liquid that is principally water (not including water-based creatures), it freezes the liquid to a depth of 15 centimeters over the area. The ice is an instantaneous effect, but persists as nonmagical ice. Under temperate conditions, the ice lasts 1 minute. Creatures that were swimming on the surface of frozen water are trapped in the ice. A trapped creature can use an action to make an Acrobatics or Brawn check (its choice) against your spell save DC to break free.

Augment

You can increase the damage by 2d6 for each additional mana or psi expended. If you expend 4 or more mana, the slowed level increases to 2.

concentration, 5 minutes/mana or psi

As an action, a weapon you touch becomes frozen. For the duration, the weapon deals an extra 1d6 cold damage when it hits.

If the attack misses by 4 or less, the weapon deals half as much damage.

Alternatively, you can touch a quiver containing arrows or bolts, granting the ammunition pulled from it the same effect. The spell’s magic ends on a piece of ammunition when it hits or misses.

Augment
You can augment this spell with the following options, expending mana or psi for each option.
  • You can increase the damage by 1d6 for each additional mana or psi expended and an additional 1d6 for every two additional mana or psi expended.

  • You can expend 1 additional mana or psi to cause an additional weapon you touch to become frozen.

3 hours/mana or psi

As an action, you touch a willing creature who isn’t wearing armor, and a protective coating of ice surrounds it until the spell ends. The target’s Defense becomes 13 + half its proficiency bonus + its Dexterity (max 4). The spell ends if the target dons armor or if you dismiss the spell on your turn (no action required).

As an action, freezing cold spreads out from you. Each creature other than you in a sphere centered on you must make a Fortitude saving throw.

On a failed save, a creature takes 2d10 cold damage and is slowed 1 until the end of its next turn.

On a successful save, a creature takes half as much damage and isn’t slowed.

Augment
You can augment this spell with the following options, expending mana or psi for each option.
  • You can increase the damage by 2d10 for each additional mana or psi expended.

  • Aura Borealis. You can expend 1 additional mana or psi so the cold around you is continuous. The duration changes to 1 minute/mana, concentration and the cold spreads out from you in an aura shaped as a sphere. Until the spell ends, the aura moves with you, centered on you.

    Whenever a creature enters the area for the first time on a turn or starts its turn there, it must make the Fortitude saving throw. The damage is reduced to 2d4 and additional augments to the damage increase the damage by 1d4 for each additional mana or psi expended, instead of the normal increase.

As a reaction, which you use when you are hit by an attack you can see or when you take fire damage, you can create a block of ice around you. Roll a d4 and add the result to your Defense until the start of your next turn, including against the triggering attack. You can do so after the creature rolls but before any effects of the roll occur.

Additionally, you have resistance to fire damage until the start of your next turn.

Augment
You can augment this spell with the following options, expending mana or psi for each option.
  • You can expend 2 additional mana or psi to roll 2d4.

  • You can expend 4 additional mana or psi to roll 3d4.

  • You can expend 1 additional mana or psi to trigger the spell when a creature that you can see within 10 meters is attacked. The attacked creature gains the benefits instead.

  • Ice Shelter. You can expend 2 additional mana or psi to instead become encased in ice as the damage against you is halved. For 1 minute/mana or psi or until you end this feature on your turn, a non magical dome of solid ice forms around you. The dome forms up to 30 centimeters away from your body in all directions and is 30 centimeters thick.

    The dome is an object made of ice that can be damaged and thus breached. It has 12 Defense, 2 Soak, 30 Health, and it is vulnerable to fire damage. Reducing the dome to 0 health destroys it.

As an action, you create a shard of ice and fling it at a creature within 10 meters. Make a ranged spell attack against the creature.

On a hit, its takes 2d8 piercing damage.

If you miss by 4 or less, it takes half as much damage.

Hit or miss, the shard then explodes. The target and each creature within 1 meter of it must make a Reflex saving throw. A creature takes 2d6 cold damage on a failed save, or half as much damage on a successful one.

If the knife strikes a body of water or a liquid that is principally water (not including water-based creatures), it freezes the liquid to a depth of 15 centimeters over an area 1 meter in radius. The ice is an instantaneous effect, but persists as nonmagical ice. Under temperate conditions, the ice lasts 1 minute. Creatures that were swimming on the surface of frozen water are trapped in the ice. A trapped creature can use an action to make an Acrobatics or Brawn check (its choice) against your spell save DC to break free.

Augment

You can increase the piercing damage by 4d8 and the cold damage by 2d6 for each additional mana or psi expended.

As an action, a thin layer of ice covers the ground in a sphere centered on a point within 10 meters and turns it into difficult terrain.

When the ice appears, each creature standing in its area must succeed on a Reflex saving throw or fall prone. A creature that enters the area or ends its turn there must also succeed on a Reflex saving throw or fall prone.

A 1-meter square of ice has 3 health. The ice is an instantaneous effect, but persists as nonmagical ice. Under temperate conditions, the ice lasts 1 minute. In tropical environments, it might last only half as long. In cold environments where ice and snow persist without melting, it could last indefinitely.

Augment

You can expend 1 additional mana or psi so a number of objects equal to the mana or psi expended within the sphere that aren't being worn or carried are frozen cold for the same duration as the ice slick. A creature that touches an object covered in this ice takes 5d6 cold damage when it touches the object and at the end of each of its turns while touching the object.

As an action, a giant spear of ice lances up out of the ground within 10 meters. A spear is a stalagmite-like icicle shaped as a cylinder that has a diameter of 1 meter and a height of up to 2 meters. If a spear is created under a creature, it must make a Reflex saving throw.

On a failed save, it takes 1d10 piercing damage and 1d10 cold damage and is knocked prone.

On a successful save, it takes half as much damage and can’t be knocked prone by other spears from this casting of the spell.

Ice spears created by this spell persist, melting depending on the surrounding environment. They can provide cover. An ice spear has 12 Defense and 20 Health.

Augment
You can augment this spell with the following options, expending mana or psi for each option.
  • You can increase the piercing damage by 2d10 and the cold damage by 2d10 for each additional mana or psi expended.

  • You can create two additional spears for each additional mana or psi expended. Additional augments to the damage increase the piercing damage by 1d10 and the cold damage by 1d10 for each additional mana or psi expended, instead of the normal increase.

1 hour/mana or psi

As an action, ice rimes your body. You have resistance to cold damage, and ignore the effects of extreme cold, and can move across difficult terrain created by ice or snow without spending extra movement for the duration.

Augment
You can augment this spell with the following options, expending mana or psi for each option.
  • You can target one additional willing creature that you can touch or see within 10 meters for each additional mana or psi expended. The creatures must be within 5 meters of each other when you target them.

  • Immunity. You can expend 2 additional mana or psi so you are immune to cold damage.

  • Fire Resistant. You can expend 1 additional mana or psi so you have resistance to fire damage.


Dampen Cold

1

As a reaction, which you use when you take cold damage, you gain resistance to cold damage until the start of your next turn.

Augment

You can expend 1 additional mana or psi to trigger the spell when a creature that you can touch or see within 10 meters takes cold damage. The creature gains the resistance instead.

concentration, 1 minute/mana or psi

As an action, you can freeze your enemies. Each creature within 1 meter of you must succeed on a Fortitude saving throw or be restrained for the duration.

A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Augment

You can target creatures within an additional 1 meter for each additional mana or psi expended.

concentration, 1 hour/mana or psi

As an action, snow falls in a cylinder twice as big as normal centered on a point within 20 meters. The area is heavily obscured, and exposed flames in the area are doused.

Augment

Sleet Storm. You can expend 1 additional mana or psi so the ground in the area is covered with slick ice, making it difficult terrain. The duration changes to 5 minutes/mana or psi. When a creature enters the spell’s area for the first time on a turn or starts its turn there, it must make a Reflex saving throw.

On a failed save, it falls prone.

If a creature starts its turn in spell’s area and is concentrating on a spell, the creature succeed on a Will saving throw against your spell save DC or lose concentration.

As a reaction, which you use when you are hit by an attack, frost rimes you and your gear.

If the creature who damaged you is within 10 meters it must make a Fortitude saving throw as it is covered in the spectral frost.

On a failed save, it takes 2d6 cold damage and it is slowed 1 until the end of its next turn and has disadvantage on the next weapon attack roll it makes before the end of its next turn.

On a successful save, a creature takes half as much damage and isn’t slowed and doesn’t have disadvantage.

Augment

You can increase the damage by 3d8 for each additional mana or psi expended.

concentration, 1 hour/mana or psi

As two actions, you call forth an ice elemental which appears in an unoccupied space that you can see within 10 meters. The elemental is an ice elemental companion, using 2 resources. The creature has no mana or stamina dice, but you can infuse it with mana, psi, or stamina dice by expending mana or psi, up to your mana limit or psi limit. For each mana or psi you expend, the elemental gains 1 mana or 3 stamina dice. The elemental is friendly to you and your companions, and it disappears when it drops to 0 health or when the spell ends.

As an action on each of your turns, you can mentally command any creature you summoned with this spell if the creature is within 100 meters of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what actions the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.

Augment
You can augment this spell with the following options, expending mana or psi for each option.
  • You can use an additional resource for each additional mana or psi expended.

  • You can expend 2 additional mana or psi to call forth another elemental.

concentration, 1 minute/mana or psi

As two actions, a billowing mass of icy and misty vapors appears in a sphere centered on a point within 20 meters. The cloud spreads around corners and is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 15 kilometers per hour) disperses it.

A creature that enters the spell’s area for the first time on a turn or starts its turn there must make a Fortitude saving throw.

On a failed save, a creature takes 2d4 cold damage and is slowed 1 until the end of its next turn.

On a successful save, a creature takes half as much damage and isn’t slowed.

As an action, you can cause the cloud to move 2 meters away from you in a direction that you choose at the start of each of your turns. As an action, you can stop the cloud from moving if it is within 20 meters of you.

Augment
You can augment this spell with the following options, expending mana or psi for each option.
  • You can increase the damage by 1d4 for each additional mana or psi expended.

  • You can increase the slowed level by 1 for each additional mana or psi expended.

  • You can expend 1 additional mana or psi so duration changes to 1 hour/mana or psi.

concentration, 1 minute/mana or psi

As two actions, a creature that you can touch or see within 10 meters must make a Fortitude saving throw.

On a failed save, it takes 5d8 cold damage and is stunned for the duration.

On a successful save, it takes half as much damage and isn’t stunned.

A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Augment
You can augment this spell with the following options, expending mana or psi for each option.
  • You can increase the damage by 6d8 for each additional mana or psi expended. If this spell is augmented to target additional creatures, this damage is halved.

  • You can target one additional creature for each additional mana or psi expended. The creatures must be within 5 meters of each other when you target them.

  • You can expend 1 additional mana or psi so the creature is paralyzed instead of stunned.

As two actions, a frigid globe of cold energy streaks from your fingertips to a point of your choice within 20 meters, where it explodes in a sphere. Each creature within the area must make a Fortitude saving throw.

On a failed save, a creature takes 6d6 cold damage and is slowed 1 until the end of its next turn.

On a successful save, a creature takes half as much damage and isn’t slowed.

If the globe strikes a body of water or a liquid that is principally water (not including water-based creatures), it freezes the liquid to a depth of 15 centimeters over an area equal to the radius of the sphere. The ice is an instantaneous effect, but persists as nonmagical ice. Under temperate conditions, the ice lasts 1 minute. Creatures that were swimming on the surface of frozen water are trapped in the ice. A trapped creature can use an action to make an Acrobatics or Brawn check (its choice) against your spell save DC to break free.

You can refrain from firing the globe after completing the spell, if you wish. A small globe about the size of a sling stone, cool to the touch, appears in your hand. At any time, you or a creature you give the globe to can throw the globe (to a range of 5 meters) or hurl it with a sling (to the sling’s normal range). It shatters on impact, with the same effect as the normal casting of the spell. You can also set the globe down without shattering it. After 1 minute, if the globe hasn’t already shattered, it explodes.

Augment
You can augment this spell with the following options, expending mana or psi for each option.
  • You can increase the damage by 2d6 for each additional mana or psi expended.

  • You can increase the slowed level by 1 for each additional mana or psi expended.

concentration, 1 minute/mana or psi

As an action, a creature that you can touch or see within 10 meters must make a Fortitude saving throw.

On a failed save, it loses any resistance to cold damage for the duration and the first time on each turn the creature takes cold damage, it takes an extra 2d6 cold damage.

Augment

You can target two additional creatures for each additional mana or psi expended. The creatures must be within 5 meters of each other when you target them.

As two actions, a hail of rock-hard ice pounds to the ground in a cylinder centered on a point within 100 meters. Each creature in the cylinder must make a Reflex saving throw. A creature takes 3d6 bludgeoning damage and 3d6 cold damage on a failed save, or half as much damage on a successful one.

Hailstones turn the storm’s area of effect into difficult terrain until the end of your next turn.

Augment

You can increase the bludgeoning damage and cold damage by 1d6 for each additional mana or psi expended.

concentration, 5 minutes/mana or psi

As two actions, you create a wall of ice on a solid surface within 20 meters. If the wall cuts through a creature’s space when it appears, the creature within its area is pushed to one side of the wall and must make a Reflex saving throw.

On a failed save, a creature takes 6d8 cold damage, or half as much damage on a successful save.

The wall is an object made of ice that blocks line of sight. The wall can be damaged and thus breached. It has 12 Defense, 2 Soak, and 15 Health per centimeter of thickness, and it is vulnerable to fire damage. Reducing a panel to 0 health destroys it and might cause connected panels to collapse at the GM’s discretion. When destroyed, it leaves behind a sheet of frigid air in the space the wall occupied. A creature moving through the sheet of frigid air for the first time on a turn must make a Fortitude saving throw. That creature takes 6d8 cold damage on a failed save, or half as much damage on a successful one.

You can use this spell to bridge a chasm or create a ramp. If you create a span greater than 4 meters in length, you must halve the size of each panel to create supports. You can crudely shape the wall to create crenellations, battlements, and so on.

If you maintain your concentration on this spell for its whole duration, the wall becomes permanent and can’t be dispelled. Otherwise, the wall disappears when the spell ends.

Augment

You can increase the damage by 2d8 for each additional mana or psi expended.

concentration, 1 minute/mana or psi

As two actions, a creature that you can touch or see within 10 meters must make a Fortitude saving throw.

On a failed save, a non magical dome of solid ice forms around it. The dome forms up to 30 centimeters away from the creature’s body body in all directions and is 30 centimeters thick.

The dome is an object made of ice that can be damaged and thus breached. It has 12 Defense, 2 Soak, and 30 Health, and it is vulnerable to fire damage. Reducing the dome to 0 health destroys it.

At the start of each of its turns while encased in the ice, it must make a Fortitude saving throw.

On a failed save, it takes 4d8 cold damage.

On a successful save, it takes half as much damage.

Augment

You can increase the damage by 3d8 for each additional mana or psi expended.

concentration, 5 minutes/mana or psi

As two actions, a churning snow storm forms, centered on a point you can see within sight range and spreading to a radius of 200 meters. Hailstones, gusts, and freezing rain assail the area under the cloud from the cloud. The area is difficult terrain and is heavily obscured. Ranged weapon attacks in the area are impossible. The wind and rain count as a severe distraction for the purposes of maintaining concentration on spells. Gusts of strong wind (at least 30 kilometers per hour) automatically disperse fog, mists, and similar phenomena in the area, whether mundane or magical.

Each creature that is completely under the cloud at the start of its turn must make a Fortitude saving throw.

On a failed save, a creature takes 2d6 cold damage and is slowed 2 until the end of its next turn.

On a successful save, a creature takes half as much damage and isn’t slowed.

Augment sizes

1 catalyst/mana2 catalysts/mana3 catalysts/mana4 catalysts/mana5 catalysts/mana
Cone3 meters long5 meters long10 meters long10 meters long20 meters long
Cylinder1-meter-radius, 3 meters high2-meter-radius, 6 meters high3-meter-radius, 9 meters high4-meter-radius, 12 meters high5-meter-radius, 15 meters high
Line5 meters long, 1-meter wide5 meters long, 2-meter wide10 meters long, 2-meter wide10 meters long, 2-meter wide20 meters long, 2-meter wide
Sphere1-meter-radius2-meter-radius3-meter-radius4-meter-radius5-meter-radius
Wall5 meters long, 2 meters high, 30 centimeters thick5 meters long, 4 meters high, 60 centimeters thick10 meters long, 6 meters high, 90 centimeters thick10 meters long, 8 meters high, 120 centimeters thick20 meters long, 10 meters high, 150 centimeters thick