"People too often overlook the raw power of cold alone. By itself it can easily drain a creature of all life. When paired with a simple reagent, such as water, it can become a precise instrument to viscously stab an intruder to death. Or…...add a little sugar to the water and it becomes a tasty treat for a guest. Now tell me child, how best would you like to experience my magic you have clearly heard so much about?"
——Salavant the Frost Master, explaining to a youthful interloper the potential consequences for sneaking into his tower.
The Frost Mage is often considered the Antithesis to the Fire Mage, but the truth is the two could care less about each other. They prefer different climates, cultures and areas of study. The rare few times they encounter each other, it is usually in passing, as they are both keenly aware of the devastating conflict that will ensue should they challenge each other. Frost Magic appeared more as a necessity of a harsh, winter-like environment. With a plentiful source of snow and ice around, practitioners of the eldritch arts simply needed to learn how best to manipulate the resource. While cold can certainly be used to shred an opponent to pieces with shards of ice, or freeze an enemy into stasis, it can also be used to preserve food and water for times when it is needed most.
The Frost Mage is a three-stage Talent.
Frost Mage I
Frost Mages learn how to cast cold spells more quickly due to their intense focus with the energy. Because of their time spent manipulating freezing magics, they also grow more able to tolerate its bite. Lastly, they learn how to concentrate and suddenly release the power of cold into a devastating orb of icy power that both greatly harms and freezes a target.
Prerequisites
Features
♦ Swiftness of Frost
When casting a power with the Cold keyword, you may decrease the casting time by 1 (to a minimum of 1). If you do so, increase the Recovery by 1.
♦ Flash Freeze
Gain Flash Freeze as a mastered Eldritch Spell.
Flash Freeze
Magic Resistance: Yes
Frost Mage Class Feature [
Cold]
Cast Action [CT 7, REC 4]
Potency: [1d10 + Eldritch Rank]
Cost: 6 Stamina
Effect: You launch orbs of freezing energy towards you enemies. Make an attack:
Range: 100 ft.
Target: Up to 4 creatures within range.
Attack: Arcana
P vs. Reflex
Hit: 10d8 + Eldritch Might
Cold damage and the target is encased in Ice [SE, ST 4d10 vs STR] (and they are effectively
Paralyzed). The ice encasing the target has hitpoints equal [5 x Eldritch Rank]. When the ice is reduced to 0 hitpoints, the target is automatically freed. Additionally, any damage dealt to the target is first dealt to the ice encasing it.
Augment, Greater Freeze
[Eldritch Rank 6, Stacking]
Stacking [Rank 6, 7, 8, etc]: This augment may be applied multiple times and is only limited by your Eldritch Rank.
Effect: Increase the damage by 2d8.
Master Augment, Cold Front
[Frost Mage II, Eldritch Rank 6, Stacking]
Stacking [Rank 6, 7, 8, etc.]: This augment may be applied multiple times and is only limited by your Eldritch Rank.
Effect: You may target one additional creature.
Master Augment, Enduring Freeze
[Frost Mage III, Eldritch Rank 7]
Cost: 1 Stamina
Effect: Increase the Saving Throw by 1d10 [STP 1d10].
Master Augment, Flash Frozen
[Frost Mage III, Eldritch Rank 7]
Cost: 2 Stamina Burn
Effect: The ice now has hitpoints equal to [10 x Eldritch Rank]. Additionally, when initially hit with this power, the target must make a
Resilience check or suffer an injury.
Frost Mage II
The Frost Mage’s understanding grows, and their ice magic can now penetrate through even the most resilient and insulated hides. Through extensive use, they can also manipulate freezing energies with less drain on themselves, growing more adept at harnessing its power in even the most unusual and forbidding of circumstances.
Prerequisites
Features
♦ Piercing Cold
When casting a spell with Cold keyword against a creature with Cold Reduction, you now overcome 10 points of Reduction. This feature has no effect on creatures Immune to Cold.
♦ Fuel the Frost
When casting a spell with the Cold keyword, decrease the cost by 1 energy (to a minimum of zero). This does not affect Energy Burn, Karma, or Upkeep costs.
Frost Mage III
The Frost Mage can now tolerate levels of cold that even a Yeti could not withstand. The magic they manipulate infuses their blood, and the power of frost within them allows them to crystallize or dissolve the cold with such sudden and precise accuracy that they can alter the power of their attacks at the last moment, allowing them to bite deeper with their deadly magic.
Prerequisites
Features
♦ Superior Cold Resistance
In addition to Damage Reduction 10, you gain
Resistance to Cold damage.
♦ Frozen Gambit
When rolling damage on a spell with the Cold keyword, you may re-roll any dice that show a 1. You must use the second result (even if it is a 1).