Hellfrost Spike

A Ranged Spell Attack that summons forth a supernatural frost spike from the deepest depths of hell and launches it at your enemies.

Tier III - Underworld - Witchcraft

[Spell] [Ranged Spell Attack] [Single Target] [Freezing] [Pinning] [Frost Damage]

Summons forth a supernatural frost spike from the deepest depths of hell and launches it at your enemies.

Spell Tier III
Action Type Spell Attack Action
Mana Cost 3
Range 20 Meters
Requirements Voice, 1 Free Hand
Sustainable No
Spell Traits Audible, Visible

Target: Any Creature, Object or Structure within Range.

Effect: Make a Ranged Spell Attack vs your target. 

Hit: If you Hit, the Target is dealt 5d8 + Spellcasting Modifier Frost Damage. 

Miss: If you miss the target is unaffected.

Freezing: Critical Hits and Wounds caused by this spell cause the target to become Frozen in addition to any other Effects.

Pinning: Large or Smaller Creatures Hit by this attack with a wall, solid object, or structure directly behind them within 1 Meter (adjacent tile) are pinned to said structure and Immobilized.. 

Creatures hit by this attack from above are pinned to the ground and immobilized.  

The pinned creature or an adjacent creature can use their Action to remove the Pinning projectile. 

In addition to this the Projectile has 10 HP, and is destroyed if it is dealt 10 or more damage by any attack or spell. The projectile is considered to be Vulnerable to Burn, Blunt and Kinetic Damage.

Ice Blocks: You instantly freeze 1 cubic meter of water or similarly viscous uninsulated liquids(e.g. milk, potions, alcohol, blood, etc.) targeted by this spell 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.

Overpower: The Caster can spend 1 additional Mana to: 

Increase the Range of this Spell by 10 Meters, 

Or 

Add 1d4 Frost Damage to this Spell’s Effect, 

Or 

Increase the Attack Roll for this instance of the Spell by 2.