Coldmancy

Elementalism - Aquamancy Ability The ability to control and manipulate Cold Energy.

Water - Elementalism

XP Cost: 1   Prerequisites: Snowmancy

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 Energy.

Using a Motion: You can control, manipulate, redirect or move up to 6 meters up to 4 Cubic Meters of Extreme Cold within Range. 1 Cubic Meter of Extreme Cold moved in this way can extinguish 1 meters of Fire or Flames or cause a 1 Meter surface area of liquid to freeze. Alternatively you can lower ambient temperatures within range to near Freezing Temperatures.

Freeze Ray: Make a Ranged Spell Attack Roll while within 10 Meters of a Source of Extreme Cold.

If you Hit the target, it is dealt 3d10 + Spellcasting Modifier Frost Damage.

Cold Snap: Expend an Action and target a 1 Meter Blast Area within Range of a Source of Extreme Cold.

All creatures within Area must roll a Constitution Saving Throw. The DC is equal to the Caster’s Spell Save DC.

Creatures that Fail the Saving Throw are dealt 3d6 Frost Damage.

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

Sustain: Sustaining this Ability allows a Manipulated Extreme Cold Source 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 Blast Area of this Ability’s Cold Snap option by 1 Meter,

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.