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Ice


Ice is the power of winter, the numbing cold of the glacier and the bringer of eternal sleep. Related to Weather and Wind, but prominent enough as a magic style to merit it's own schtick.

Deep Winter  
 0
Cold or Chilly
5
Temperate, indoors
10
Warm clime, near large fire
 15
Hot desert, tropical jungle  20
 
Effects that affect or depend on the environment have different difficulties depending on where they are invoked. If you are standing on massive ice, such as a glacier or iceberg, you can also use all Sand effects, substituting, ice for stone and earth and snow for sand.

The difficulty of the beneficial effects of this schtick is the target's Constitution rating

A Backlash with Ice magic causes numbness and loss of feeling, reducing your Reflexes by one.

Ice Effects

This is but a sample, as this schtick is well-suited to ingenious stunts by creative sorcerers.

Cold Spell

Decrease the temperature in the surroundings, making further ice magic easier and numbing those not equipped for the cold. Use environmental difficulties. Normally, you affect only a room or a diameter equal to your Sorcery, but spending hours and Magic points can extend the area to miles.

Frost spreads out from you, changing the environmental condition by one step, so a hot desert becomes merely warm. For every five points out Outcome, the conditions are changed one step further. Changing conditions beyond deep winter causes a bitter cold, still air where nothing moves.

People are normally assumed to be dressed for the clime. Changing the temperature one step causes discomfort, but changing it two steps or more is dangerous. Each level of change causes unsuitably dressed characters to suffer a Reflexes reduction of one.

Hibernation

Anyone who has failed a death-test can be frozen solid. If you kill someone with ice or cold Blast, you can automatically invoke this effect, otherwise you must cast it specifically against a person who has failed a death test. You can also use it on voluntary or helpless victims. They will not bleed, age or die while frozen, and as long as the cold is maintained, they can be transported or stored and then thawed out someplace where medical attention is available.

Ice Elemental Master

With Elemental Master, you can dominate Ice elementals and expect them to do your bidding, if they are not dead-set against you. You can communicate with the elementals, and speak their language fluently. Use Sorcery instead of your Charisma for purposes of dealing with them. The elementals fear and respect you and will not attack you without provocation.

Ice elementals are not as common as elementals of the normal four elements, but they do occur in frigid climates. Perhaps they are really water elementals altered by their environment.

Summoning and controling elementals is governed by the Sorcery schtick Summoning.

Sense Elemental
You can sense the presence of any Ice elementals within a hundred meters times your Sorcery action value. You only know that they are present until you can see them, whereupon you can sense their health and general well being. Sensing an elemental in this fashion requires a Sorcery check against it's Willpower. This must be done subtly, or the target will sense your scrying.

Ice Protection

You are protected against the harmful effects of Ice. Whenever you would take damage from Ice or cold, subtract your Magic from the damage dealt to you. This is not armour or Toughness, and cannot be bypassed as such. You can even survive on the elemental plane of Ice. Attacks that deal no damage, but have an effect dependent on Outcome (such as Paralysis) have their Outcome reduced instead. Ice attacks include Elemental Aura and Blast variants of cold, conjured weapons based on ice, and similar effects.

Skate

You can move unhindered and at your full Move rate on snow, ice or sleet. On a flat, unobstructed surface you can use your Sorcery as your Move rating. You can create ice to skate on even in less-than ideal circumstances; use environmental difficulties. You can confer this ability on a number of comrades equal to your Magic attribute for a Magic point.

Sleet

You can coat a section of floor or flat ground with sleet, making it treacherous to walk on. Use environmental difficulties; you can cover an area with the Outcome as diameter and duration (in Sequences). Anyone stepping on it must make an Agility task check with your Magic as the difficulty in order to avoid taking a fall. Any movement or actions contemplated automatically fail in this case.

This is similar to the Blast effect Foul Spew: Slippery Slime and the Weather effect Snow.

Snowman

You can change your substance (but not your shape) into snow or ice. This costs three Magic points. In this form, you are absolutely immune to cold, and you can hide very well among ice and snow. You can merge with snow, and slowly pass through solid snow or ice. (Your Move each minute).

Wall of Ice

You can create a wall of ice that blocks passage. Use environmental difficulties: the wall forms a sheet, all parts of which must be no further away from you than the Outcome.

Anyone tries to escape being caught on the wrong side of your Wall of Ice and within a normal move of it is allowed a Dodge roll against your Magic to escape while the barrier is still forming. This counts as a defensive action.

It has a Toughness equal your Magic + Sorcery skill and costs a Magic point to create.


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Copyright © 1998 and onwards, Carl Cramér. Page downloaded times. Last update Thu, May 25, 2000.