Hellfrost Bomb
A Ranged Area Attack that summons forth an explosion of supernatural Frost.
Tier III - Underworld - Witchcraft
A Ranged Area Attack that summons forth an explosion of supernatural Frost.
| Spell Tier | III |
|---|---|
| Action Type | Action |
| Mana Cost | 3 |
| Range | 1 Meter Blast within 20 Meters |
| Requirements | Voice, 1 Free Hand |
| Sustainable | No |
| Spell Traits | Audible, Visible |
Target: All creatures, objects and structures within a designated 1 Meter Blast within Range.
Effect: Creatures in the Blast Area Must Roll a Dexterity or Constitution Saving Throw, the DC is equal to the Caster Spell Save DC.
Failure: Creatures that Fail the Saving Throw are dealt 5d8 Frost Damage.
Success: Creatures that Succeed on the Saving Throw are dealt half the above Damage.
Freezing: Wounds inflicted by this spell cause the target to become Frozen in addition to any other Effects.
Ice Blocks: You instantly freeze 1 cubic meter of water or similarly viscous uninsulated liquids(e.g. milk, potions, alcohol, blood, etc.) within this Spell’s Cone Range for every 20 points of Frost Damage this Spell deals.
Creatures within the targeted liquid must roll a Strength or Dexterity Saving Throw to avoid being caught in the freeze. The DC is equal to the caster’s Spell Save DC. Creatures that succeed on the Saving Throw move to an adjacent unoccupied space and are unaffected. Use the table below to determine the Failure outcome.
| Level of Submersion | Effect |
|---|---|
| Ankle Deep | The creature must use 3 Meters of their Movement to escape. |
| Knee Deep | The creature must use 6 Meters of their Movement to escape. |
| Waist Deep | The creature is Immobilized and must Pass the Save DC in order to End the Condition. |
| Neck Deep | The creature is Immobilized and Restrained and must Pass the Save DC in order to End the Condition. |
| Fully Submerged | The creature is Immobilized, Restrained and Suffocating(if living) and must Pass the Save DC in order to End the Condition. |
Each cubic meter of ice has 20 HP and is Vulnerable to Burn, Blunt and Kinetic Damage. If the Ice is destroyed the creature submerged within it is immediately freed and ends all Ice Block effects.
Flash Freeze: Frozen Beverages, Potions and Medicines cannot be used until they defrost in 1d4 Rounds or via some form of heating performed through an action or spell.
Overpower: The Caster can spend 1 additional Mana to:
Increase the Range of this Spell by 5 Meters,
Or
Increase the Blast Area of this Spell by 1 Meter,
Or
Add 5 Frost Damage to this Spells Effect,
Or
Increase the Spell Save DC for this instance of the Spell by 2.