Snowmancy

Elementalism - Aquamancy Ability The ability to control and manipulate Snow or slurry.

Water - Elementalism

XP Cost: 1   Prerequisites: Aquamancy

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

You can control and manipulate Frozen Precipitation, such as; Snow, Sleet and Slurry.

Using a Motion: You can control, manipulate, redirect or move up to 6 meters up to 1 Cubic Meter of Snow, Sleet or Slurry within Range. 1 Cubic Meter of Snow moved in this way can extinguish 2 meters of Fire or Flames.

Snowball Fighting: Make a Ranged Spell Attack Roll vs a Target within Range while within Range of a Source of Snow, Sleet or Slurry.

If you Hit the target, it is dealt 3d8 + Spellcasting Modifier Blunt Damage and Large or smaller Creatures must roll a Dexterity or Strength Saving Throw. The DC is equal to the caster’s Spell Save DC.

If the target Fails the Saving Throw, it is Knocked Prone.

If the target Passes the Saving Throw, it suffers no other effects.

Snow Flurry: Expend an Action and target a 4 Meter Cone starting adjacent to the caster while within Range of a Source of Snow, Sleet or Slurry.

All creatures within the Area must roll a Dexterity or 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 Snow 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 Cone Size of this Ability’s Snow Flurry 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.