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The element ice

Ice is one of the four base elements said to compose all of reality. Cold and burning in its chill, hard yet as quick to melt or shatter as it is to form, ice is representative of not only its physical form, but preservation, the prevention of motion, harsh environmental conditions, and the cold itself. To those that believe ice is one of the basic building blocks of reality, its influence can be found in crystal, water, snow, most components of any arctic landscapes, and in the suspension of life, reshaping the world each winter before receding as quickly as it came. 

Cult of the elementals: ice denomination

Members of the cult of elementalist may revere ice above all of the other elements or have joined or been born into a society who's reverence for ice predates modern elementalism. Members of this sect either live a sparse lifestyle in artic plains and snow topped mountains, or a more hospitable, though still uncomfortable, one in their well defended keeps. The unapproachability of their home serves to safeguard anything they find valuable from invaders. Their vast stores of tomes, artifacts, and even great ancient beasts that had long been preserved in ice, draw hoards of academics and aspiring mages to the fortresses they are kept in. The guides who aid travelers in the pilgrimage to their libraries are well equipped for survival even away from any permanent settlement, taking advantage of the ability to preserve food and create shelter out of ice. The capacity for the element to harm those unused to its ways and protect those who understand it is well valued amongst their society.

Classes associated with ice

As a magical class you can generally spend your turn (spending your turn Immediately ends it, not allowing you to do anything else) on one of three things.​​

  1. A "basic magic attack". Do 1 hit of damage associated with your classes element to an enemy up to 12 spaces away so long as you do not move more than 3 spaces on the turn you use it.

  2. A "basic spell". spend elemental charges (the main resource that is spent on abilities) to do damage associated with that element to an entity within 6 spaces. 1 charge for 3 damage 2 for 5 and 3 for 6.

  3. Spend elemental charges on "spells" from your classes spell list. The cost of each spell is also listed, rules for casting spells with multiple charge types are described in how to play-multi class benefits. Additive spells allow you to cast one other spell along side of it, spending your turn casting both simultaneously. Focus spells allow you to continue part or all of the effect on subsequent turns, spending one charge of any type but not spending your turn on that effect other than the turn you initially cast the spell. Spells have a range of 6 spaces unless stated otherwise and their damage type corresponds to their element.

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Ice mage:       (should there be a big ice mage heading for here or before the mag explanation?)

  • Leveling benefits:          (might not need the dotted line, beginning of box could serve)

  • level 1 +3 ice charges     (also may be less sections in general at least on physical)

  • level 2 +3 ice charges

  • level 3 +2 ice charges

  • level 4 +3 ice charges

  • level 5 +2 ice charges

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  • Ice spells:

  • Exposure: 1 charge, signature, you can continue the effect of your focus spells without paying the focus cost if you cast this instead. Additionally entities on environmental effects you created are effected till your next turn you do not cast this spell, even if they move.

  • Ice knives: 1 charge, additive, deal 3 hits to a target within 6 spaces. If you hit an entity within 1 space your basic magic attack does 3 hits to entities within one space of you for the remainder of the battle. You may spend 2 charges casting this on an entity within 1 space of you instead, in which case your basic magic attack can be cast as an additive spell for the remainder of the battle as well.

  • Chill: 2 charges, 2 spaces up to 8 spaces away gain an environmental effect that makes the occupant vulnerable to ice, this environmental effect is active for 4 turns. Entities may not notice this environmental effect as it does not actively damage them, and the spaces do not have to be connected.

  • Frost bite: 2 charges, focus, deadens an enemies limbs making them do 2 less hits on non magical attacks and dealing 4 hits when the spell is first cast. If they are frost bitten for 3 turns they take an additional five hits. This deadened limb effect ends your next turn without focus and they are no longer considered frost bitten.

  • Freeze: 3 charges, focus, incapacitates an entity. The incapacitation effect ends your next turn without focus or if the entity takes 15 hits. When dealing ice damage to the entity, you may instead elect to add to the amount of damage the entity can take before the incapacitation ends. 

  • Deep chill: four charges, 4 1 by 3 space rectangles within 8 squares of you of you gain an environmental effect that makes the occupant weak to ice and decreases their weakness threshold by 1, this environmental effect is active for 5 turns.

  • Cold snap: four charges, additive, signature, any entity that is frozen, frost bitten, chilled, or constrained by glacier takes 4 hits.

  • Glacier: five charges, signature, create a moving, impenetrable 2 square by 3 square block of ice, it moves in a straight line, 3 squares each of your turns, dealing 8 hits to and pushing anything it moves into the same space as.  It continues in the same direction until stopped by an obstacle, lasts till the end of the battle and starts moving as soon as it appears. Enemies present in the spaces it is cast on are constrained within their current space and are pushed and damaged like entities it moves into until they escape it.

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​Multi element spells which include ice. Must have access to multiple charge types to cast, see how to play.

  • Freeze flame: 2 charges, fire and ice, signature, an entity takes 2 damage then an additional 2 damage for each status effect and environmental effect they are under.

  • Freeze time: 10 charges, moon and ice, signature, with a grinding of gears and shaking of the earth the moon pauses in place, the sun forced to hang where it lies, all but those the user chooses are trapped in place unable to to escape or even have awareness of their surroundings and the passage of time. This spell can be performed at any time even when an enemy spell or attack is about to occur. Turn order is halted, chosen entities are capable of movement but not anything that would spend a turn. Any that do move lose their first turn after the effect of the spell ends. This spell ends after any player has moved 60 spaces away, the user chooses for it to end, or an hour has passed for those who time still affects.

  • System shock: 2 charges, ice and water, signature end the distraction effect on an ally or deal 8 hits to an enemy in water.

  • Aurora: 4 charges, ice and sky, all enemies are distracted a turn.

  • Armageddon: 4 charges, rock ice fire and water, signature 4 hits to all enemies, or 16 to a single one.

  • Black hole: 8 charges, all elements, kill all enemies with or under 50 max hit points.

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As a physical class you can generally spend your turn (spending your turn Immediately ends it, not allowing you to do anything else) on one of three things.​

  1. Do a “basic attack” that has different properties based on the weapon involved.

  2. Use a “free technique”, that does not require spending charges to use but may not be accessible until you reach a certain level in your class. Free techniques labeled as passive are always in effect, and you do not need to spend a turn or even "use" them. Other free techniques that are exceptions will specify that they do not require spending a turn.

  3. Use a “charge technique”, which requires you to spend charges to activate and has a damage type corresponding to your classes element. The cost of each charge technique is listed, rules for using charge techniques when you have multiple charge types are described in how to play. charge techniques that are exceptions will specify that they do not require spending a turn

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Survivalist/hunter:

  • Leveling:

  • Level 1 +3 ice charges

  • Level 2 +5 max health

  • Level 3 +2 ice charges

  • Level 4 +5 max health

  • Level 5 +2 ice charges

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  • Basic attacks:

  • Bow attack: shoot an arrow up to 6 spaces, for 2 hits.

  • Sword attack: deal 4 hits to a target within 1 space of you.

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  • Free techniques:

  • Level 1 passive, natural cover: environmental effects count as cover for you. (Most environmental effects have visual components to them).

  • Level 2 passive, stand ground: you do not take the first 4 hits of damage that you would take before your next turn if you do not move this turn.

  • Level 3 passive, natures friend: you do not take damage from environmental effects which would deal 3 hits or less and debuffs you would receive from them are halved rounded down.

  • Level 4 passive, flight: the first turn after you have lost 10 health your movement is doubled, and you don't take the first four hits of damage before your next turn if you move.

  • Level 5 passive, natures partner: you are not effected by negative environmental effects in terms of damage or debuffs (such as reduced damage or movement speed) and neither is any ally within 1 space of you.

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  • Charge techniques:

  • Call the storm, signature, 1 charge: 3 space by 3 space square centered on self, all within take 2 hits each turn and do 1 hit less damage. This effect lasts in the same place until you move out of the storm.

  • Call the storm 2, signature, 2 charges: 5 space by 5 space square centered on self, all within take 2 hits each turn and do 1 hit less damage. This effect lasts in the same place until you move out of the storm.

  • Call the storm 3, 3 charges: 5 space by 5 space square centered on self, all within take 3 hits each turn and do 2 hits less damage. This effect lasts in the same place until you move out of the storm.

  • Call the storm 4, signature, 4 charges: 6 by 6 space square centered on self, all within take 4 hits each turn and do 2 hits less damage. This effect lasts in the same place until you move out of the storm.

  • Call the storm 5, signature, 5 charges, 6 by 6 space square centered on self, all within take 5 hits each turn and do 3 hits less damage. This effect lasts in the same place until you move out of the storm.

  • Borrow technique 1, 2 charges: you gain access to the level 1 survivalist free technique for the duration of a battle regardless of class or level.

  • Borrow technique 2, 3 charges: you gain access to the level 2 survivalist free technique for the duration of a battle regardless of class or level.

  • Borrow technique 3, 4 charges: you gain access to the level 3 survivalist free technique for the duration of a battle regardless of class or level.

  • Borrow technique 4, 5 charges: you gain access to the level 4 survivalist free technique for the duration of a battle regardless of class or level.

  • Borrow technique 5, 6 charges: you gain access to the level 5 survivalist free technique for the duration of a battle regardless of class or level.

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