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: The ability to cast at least one ice spell that deals damage

When you roll a 1 on a damage die for a spell you cast that deals cold damage, you can reroll the die and must use the new roll, even if the new roll is a 1.

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 spell from the ice theme

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 6-meters-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 as a bonus action.

If it is raining, you can use an action to cause the rain to fall as snow in a 6-meters-radius cylinder centered on you. The area is heavily obscured and the ground becomes difficult terrain for 1 minute. You can end this effect as a bonus action.

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: Ice Adept feat and the ability to cast at least one spell

Spells you cast ignore resistance to cold damage.

Prerequisites: The ability to cast at least one spell

You cause the ground beneath you to transform into shifting glaciers. Your walking speed is increased by 6 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, 10 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.

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 other additional catalyst expended.

4 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 + its Dexterity (max 4). The effect ends if the target dons armor or if it dismisses the effect as an action.

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 9 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 9 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 increase the damage by 2d8 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.

Ice spells

As an action, you cause numbing frost to form on one creature that you can touch or see within 9 meters. The target must make a Fortitude saving throw.

On a failed save, the target takes 1d8 cold damage, and it has disadvantage on the next weapon attack roll it makes before the end of its next turn.

Augment

This spell’s damage increases by 1d8 when you reach 5th level (2d8), 9th level (3d8), 13th level (4d8), and 17th level (5d8).

1 minute

As an action, you shape a small amount of water within 9 meters into an item. The item created cannot exceed 0.028 cubic meters in volume. It melts at the end of the duration or 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).

5 minutes

As an action, you form an icicle in your free hand.

When you cast this spell, or as an action on a later turn, you can channel energy through the icicle, causing a frigid beam of blue-white light to shoot out. Make a ranged spell attack against a creature within 18 meters. On a hit, the target takes 1d6 cold damage, and its speed is reduced by 3 meters until the end of its next turn.

When you cast this spell, or as an action on a later turn, you can stab a creature with the icicle. Make a melee spell attack against a creature within 18 meters. On a hit, the target takes 1d6 piercing damage, and its speed is reduced by 3 meters until the end of its next turn.

The spell ends if you dismiss it (no action required), if you cast it again, or if you end your turn without the icicle in your hand as the icicle shatters to the ground.

Augment

This spell’s damage increases by 1d6 when you reach 5th level (2d6), 9th level (3d6), 13th level (4d6), and 17th level (5d6).

concentration, 1 hour/mana

As an action, you call forth an ice elemental which appears in an unoccupied space that you can see within 18 meters. The elemental is an ice elemental companion, using 1 resource. The creature has no mana or stamina dice, but you can infuse it with mana or stamina dice by expending mana, up to your mana limit. For each mana 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 a bonus action on each of your turns, you can mentally command any creature you summoned with this spell if the creature is within 90 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 action 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 for each option.
  • You can use an additional resource for each additional mana expended.

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

concentration, 1 minute/mana

As an action, you freeze the veins of a creature that you can touch or see within 18 meters. The creature 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 for each option.
  • You can target one additional creature for each additional mana expended. The creatures must be within 9 meters of each other when you target them.

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

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 3d8 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 non-magical 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 augment this spell with the following options, expending mana for each option.
  • You can increase the damage by 2d8 for each additional mana expended.

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

concentration, 5 minutes/mana

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

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 increase the damage by 1d6 for each additional mana expended and an additional 1d6 for every other additional mana expended.

4 hours/mana

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 + its Dexterity (max 4). The spell ends if the target dons armor or if you dismiss the spell as an action.

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, the creature takes half as much damage and isn’t slowed.

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

  • Aura Borealis. You can expend 1 additional mana 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. Additional augments to the damage increase the damage by 1d10 for each additional mana expended, instead of the normal increase.

As a reaction, which you take when you are hit by an attack or taking fire damage, you can create a block of ice around you. Until the start of your next turn, including against the triggering attack and damage, you have a +2 bonus to Defense and resistance to fire damage.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can expend 1 additional mana to increase the bonus by 2.

  • You can expend 1 additional mana to trigger the spell when a creature that you can touch or see within 18 meters is attacked. The attacked creature gains the benefits instead.

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

    The dome is an object made of ice that can be damaged and thus breached. It has 12 Defense and 60 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 one creature within 18 meters. Make a ranged spell attack against the target.

On a hit, the target takes 2d8 piercing damage. Hit or miss, the shard then explodes. The target and each creature within 1.5 meters 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 1.5 meters in radius. The ice is an instantaneous effect, but persists as non-magical 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 expended.

1 minute/mana

As an action, a thin layer of ice covers the ground in a sphere twice as big as normal centered on a point within 18 meters 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.

A 1.5-meters square of ice has 3 health. The ice is an instantaneous effect, but persists as non-magical 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.

1 hour/mana

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 for each option.
  • You can target one additional willing creature that you can touch or see within 18 meters for each additional mana expended. The creatures must be within 9 meters of each other when you target them.

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

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


Dampen Cold

1

As a reaction, which you take 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 to trigger the spell when a creature that you can touch or see within 18 meters takes cold damage. The creature gains the resistance instead.

concentration, 1 hour/mana

As an action, snow falls in a cylinder twice as big as normal centered on a point you choose within 35 meters. The area is heavily obscured, and exposed flames in the area are doused.

Augment

Sleet Storm. You can expend 1 additional mana so the ground in the area is covered with slick ice, making it difficult terrain. The duration changes to 5 minutes/mana. 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 must make a successful Fortitude saving throw against your spell save DC or lose concentration.

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

If the creature who damaged you is within 18 meters it must make a Fortitude saving throw as it is covered in the spectral frost.

On a failed save, it takes 2d8 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 expended.

concentration, 1 minute/mana

As an action, a billowing mass of icy and misty vapors appears in a sphere centered on a point within 35 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 16 kilometers per hour) disperses it.

When the cloud appears, each creature in it must make a Fortitude saving throw.

On a failed save, a creature takes 4d4 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 must also make this saving throw when it enters the spell’s area for the first time on a turn or starts its turn there.

The cloud moves 3 meters directly away from you in a direction that you choose at the start of each of your turns.

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

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

As an action, a frigid globe of cold energy streaks from your fingertips to a point of your choice within 35 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 3d12 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 non-magical 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 12 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 for each option.
  • You can increase the damage by 1d12 for each additional mana expended.

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

concentration, 1 minute/mana

As a bonus action, choose one creature that you can touch or see within 18 meters. The target must succeed on a Fortitude saving throw or the target loses any resistance to cold damage for the duration. Additionally, the first time each turn the target takes cold damage, the target takes an extra 2d6 cold damage.

Augment

You can target two additional creatures for each additional mana expended. The creatures must be within 9 meters of each other when you target them.

1 hour/mana

As you spend 1 minute to cast this spell, you create and shape ice into the form of an object of your choosing within 9 meters for the duration. The object created must be no larger than a 1.5-meters cube or 3-meters cube if you have a nearby volume of water, ice, or snow. The objects melts after a quarter of the duration in a hot environment, melts after half the duration in a warm environment, and melts after double the duration in a cold environment.

Augment

You can increase the cube by 1.5 meters for each additional mana expended.

As an action, a giant spear of ice lances up out of the ground within 18 meters. A spear is a stalagmite-like icicle shaped as a cylinder that has a diameter of 1.5 meters and a height of up to 3 meters. If a spear is created under a creature, it must make a Reflex saving throw.

On a failed save, the target takes 4d8 piercing damage and 4d8 cold damage and is knocked prone.

On a successful save, the target 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 for each option.
  • You can increase the piercing damage by 3d8 and the cold damage by 3d8 for each additional mana expended.

  • You can create an additional spear for each additional mana expended and an additional spear for every other additional mana expended.

As an action, a hail of rock-hard ice pounds to the ground in a cylinder centered on a point within 90 meters. Each creature in the cylinder must make a Reflex saving throw. A creature takes 2d10 bludgeoning damage and 1d10 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 by 1d10 for each additional mana expended.

concentration, 5 minutes/mana

As an action, you create a wall of ice on a solid surface within 35 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, the creature takes 4d8 cold damage, or half as much damage on a successful save.

The wall is an object that can be damaged and thus breached. It has 12 Defense and 30 Health per 3-meters section, and it is vulnerable to fire damage. Reducing a 3-meters section of wall to 0 health destroys it and 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 3d8 cold damage on a failed save, or half as much damage on a successful one.

Augment

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

concentration, 1 minute/mana

As an action, you can freeze your enemies. Creatures of your choice within 9 meters of you must make a Fortitude saving throw.

On a failed save, a creature is restrained for the duration.

At the end of each of its turns, a restrained creature can repeat the saving throw, ending the effect on a success.

concentration, 1 minute/mana

As an action, a churning snow storm forms, centered on a point you can see within sight range and spreading to a radius of 90 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 (ranging from 30 to 80 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
Cone4.5 meters long9 meters long13.5 meters long18 meters long22.5 meters long
Cylinder1.5-meter-radius, 4.5 meters high3-meter-radius, 9 meters high4.5-meter-radius, 13.5 meters high6-meter-radius, 18 meters high7.5-meter-radius, 22.5 meters high
Line6 meters long, 1.5 meters wide12 meters long, 1.5 meters wide18 meters long, 1.5 meters wide24 meters long, 1.5 meters wide30.5 meters long, 1.5 meters wide
Sphere1.5-meter-radius3-meter-radius4.5-meter-radius6-meter-radius7.5-meter-radius
Wall4.5 meters long, 3 meters high, 30 centimeters thick9 meters long, 6 meters high, 60 centimeters thick13.5 meters long, 9 meters high, 90 centimeters thick18 meters long, 12 meters high, 120 centimeters thick22.5 meters long, 15 meters high, 150 centimeters thick