Blizzardmancy

Elementalism - Weathermancy Ability The ability to control and manipulate Cold Weather Events.

Weather - Elementalism

XP Cost: 1   Prerequisites: Weathermancy

Action Type(s) Motion, Action, Spell Attack
ARP Cost 1 (Motions Excluded)
Range 10 Meters
Area 4 Meters
Requirements 1 Free Hand
Sustain 1 ARP
Traits Visible, Audible

You can control and manipulate Cold weather and Precipitation.

Using a Motion: You can manipulate, reshape, form or move up to 6 Meters a 4 Meter Area of Snow, Hail, Sleet or Blizzard.

Blizzard Ball: Make a Ranged Spell Attack Roll while within Range of a Source of Cold Weather.

If you Hit the target, it is dealt 3d6 + Spellcasting Modifier Frost Damage.

Blizzard Bomb: Expend an Action to target a 1 Meter Blast Area within Range. Creatures within the Area must roll a Dexterity or Strength Saving Throw. The DC is equal to the Caster’s Spell Save DC.

Creatures that Fail the Saving Throw dealt 2d6 Frost Damage.

Creatures that Pass the Saving Throw are dealt half the above Damage.

Sustain: Sustaining this Ability allows Manipulated Cold Weather to persist until this Ability is no longer being Sustained.

Overpower: The Caster can spend 1 additional ARP to overpower this Ability and Increase the Range of this Ability by 5 Meters,

Or Increase the DC for any of this Ability’s Saving Throws by 2,

Or increase the Damage this Ability deals by 1d6 Frost Damage.