Ice
First Level:
Ice Projectile – Fires a lump of ice from the caster’s fingertips that will strike the first object it hits with a large degree of force and then shatter, sending icy shrapnel in all directions
Freeze – Freezes [
] cubic feet of water {useful to make it traversable}
Frosty Touch - Caster's touch chills the blood of the target, causing them to weaken in physical strength. Lasts for 4 turns.
Thicken Ice - Thickens an existing sheet of ice, making it safe to traverse.
Ice Knife - Caster creates a knife made from pure ice, lasting [
] turns.
Frost - A weak form of Freeze, this makes the air and ground substantially colder around the target for 3 turns, making attacks slower and footing more precarious.
Second Level:
Ice Spike - Caster can force Ice Spikes to shoot up from any sheet of ice or body or water, embedding themselves in the target's body.
Chill – A [
] foot area around the caster suddenly become freezing, slowing enemies and, in the long term, can cause frostbite etc.
Icy Touch - A greater form of Frosty Touch, Icy Touch has twice the strength of Frosty Touch and lasts for the entirety of combat.
Shackles of Ice - Ice crawls up the target's legs to immobilise them for up to 3 turns. A saving roll will allow the shackles to be broken.
Shattering Orb - An orb of ice, 30 inches in diameter, forms in the air in front of the target and then shatters, sending spikes of ice in all directions. Shards going upwards will return to the ground at a random location 1-5 turns later.
Third Level:
Frost Cone – A [
] foot long cone of chilling cold shoots from the caster’s palm, freezing whatever it covers in a layer of ice and freezing the blood in opponent’s veins. Lasts for [
] seconds
Freezing Glyph - Allows the caster to inscribe a rune on the floor, or on a surface such as a door or chest. This rune then becomes invisible to anyone except the caster. Then stepped on, or when the object with the rune inscribed on it is touched it encases the one who touched it in freezing ice from the waist down
Ice Sheet – Creates a slippery sheet of ice extending [
] feet from the caster that is [
] feet wide.
Ice Shield - The caster creates a shield of ice, fixed to the arm, which gives +3 defence for 3 turns.
Fourth Level:
Freezing Hail - Pelts a [
] foot radius with fist-sized hailstones, causing damage upon impact.
Impervious - Caster can strengthen himself against the cold, withstanding it's ill effects indefinitely.
Frozen Armour - Caster can create a full suit of armour from ice which lasts for 2 turns. No movement is possible for the duration of this spell, but the ice is impervious to any and all damage.
Fifth Level:
Tundra - All objects touching the ground when this spell is cast are frozen solid. Last for 3 turns and affects an area of 30 feet from the caster.
Fenrir - Summons a wolf, formed entirely of ice and standing fifteen feet high at the haunches, to the area of battle. Tame, the wolf Fenrir fights for it's summoner against any adversary with a +9 advantage in every one of it's summoner's stats, and has a knowledge of all Ice Magic spells except it's own summon. This summon lasts until the end of combat.
Cost: Removes the summoner from combat, and the summoner requires 48 hours rest before they can move of their own free will.