Freeze: Difference between revisions
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== Freeze == | == '''<big>Freeze</big>''' == | ||
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|''[[Arcane]] Spell, Altering, Conjuring 2'' | |''[[Arcane]] Spell, Altering, Conjuring 2'' | ||
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|'''Requires:''' Gesture, Verbal, Line of Effect | |'''Requires:''' Gesture, Verbal, Line of Effect | ||
|- | |- | ||
|'''Duration:''' | |'''Duration:''' 1 minute | ||
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!Spell Description | !Spell Description | ||
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|Choose a point within range. Make a magic attack against the FORT of each creature within 30 ft of that point. On a hit, a creature becomes | |Choose a point within range. Make a magic attack against the FORT of each creature within 30 ft of that point. On a hit, a creature becomes Grounded and Restrained (Escape DC 10 + your magic attribute). On a miss, a creature is Grounded and cannot use AP to move until the end of its next turn but is otherwise unaffected. | ||
Additionally, all nonmagical fires in the area are extinguished, standing water is frozen to a depth of 18”, and the area becomes Difficult Terrain due to heaping snowdrifts. | |||
At the end of the duration, a creature that has not escaped the Restrained condition automatically escapes as the ice thaws from around its body. The ground remains Difficult Terrain until the snow melts at a rate commensurate to its environment. | |||
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At the end of the duration, a creature that has not escaped the Restrained condition automatically escapes as the ice thaws from around its body. | !Spell Crit | ||
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The ground remains | |On a crit, a creature gains Fatigue as well. | ||
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!Upcharge | !Upcharge | ||
Latest revision as of 16:35, 15 May 2025
Freeze |
| Arcane Spell, Altering, Conjuring 2 |
| APC: 12 |
| SPC: 50 |
| Range: 300 ft |
| Requires: Gesture, Verbal, Line of Effect |
| Duration: 1 minute |
| Spell Description |
|---|
| Choose a point within range. Make a magic attack against the FORT of each creature within 30 ft of that point. On a hit, a creature becomes Grounded and Restrained (Escape DC 10 + your magic attribute). On a miss, a creature is Grounded and cannot use AP to move until the end of its next turn but is otherwise unaffected.
Additionally, all nonmagical fires in the area are extinguished, standing water is frozen to a depth of 18”, and the area becomes Difficult Terrain due to heaping snowdrifts. At the end of the duration, a creature that has not escaped the Restrained condition automatically escapes as the ice thaws from around its body. The ground remains Difficult Terrain until the snow melts at a rate commensurate to its environment. |
| Spell Crit |
| On a crit, a creature gains Fatigue as well. |
| Upcharge |
| Upcharge: +10 ft radius per +5 SP |