Frostmancy

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

Water - Elementalism

XP Cost: 1   Prerequisites: Snowmancy, Coldmancy

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 Frost Formations.

Using a Motion: You can concentrate a Source of Extreme Cold within Range into a stable Frost Formation. You can form your Frost Formations into simple large or smaller objects, structures or weapons.

You and your allies can handle Frost Formation Weapons without being harmed. They can be wielded as an improvised weapon by your allies and as a Spell Weapon by the caster. They deal 2d10 + STR or DEX Modifier Frost Damage when wielded by an ally and are considered to have the variable trait. Rolling a Natural 1 on a Ranged or Melee Attack with a Frost Formation Weapon automatically causes it to shatter and be destroyed.

Frost Weapon: Make a Melee or Ranged Spell Attack Roll while wielding or within Range of a Frost Formation.

If you Hit the target, it is dealt 2d12 + Spellcasting Modifier Frost Damage.

Rolling a Natural 1 on a Ranged or Melee Attack with a Frost Formation Weapon automatically causes it to shatter and be destroyed.

Sustain: Sustaining this Ability allows a Frost Formation to persist until this Ability is no longer being Sustained. The caster can Sustain multiple Frost Formations at once but must pay the sustain cost for each.

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 1d4 Frost Damage.