
Frost
Frostbolt
The frostbolt is a true favourite amongst cyromancers. Simple but effective, after passing an Intellect 100 check, the mage is able to project a bolt of solid ice at their target, dealing 1d7+Int damage.
Self Con: If the cast is failed, then the caster will suffer major brain freeze for one round, which will lower their intellect by one point.
Glacial Chains
A skilled cyromancer is able to conjure great chains from the ground which are able to bind a target's arms or legs with an Intellect 100. What exactly this ability grasps is down to player choice. If the legs are bound, then the target will be forced to parry any incoming attacks. If the arms are bound, then the target will be forced to dodge. This effect lasts for two full rounds. If the target wishes to break free early, then a strength roll will be made against the mage's willpower.
Self Con: Solid ice will grow underneath the caster's feet if the cast is failed, rooting them to the spot for 1d3 rounds, lowering agility by two points. The ice can be broken with a reasonable strength check.
Ice Shield
With the will of the cosmos, the mage is able to create a thick sheet of ice in front of themselves or another target, protecting them from any projectile based attacks. An Intellect 100 roll will be required to cast the spell, and it will have a 7HP as a baseline. Hitting ten points above that aim will grant the shield an additional hitpoint. For example, Intellect 130 would result in a shield that has a maximum of 10HP.
Self Con: Failure to hit the mark will cause the target to be splashed from head to toe with freezing water instead, lowering their strength and agility by one point for a single round.