Elementalist Spell Specification

Class: Fire

4. Weapon of Cold

BTS: 65% (Wp) for Magic Weapons only (no st against taking the Cold Damage when hit by the Flaming Weapon)

ULT: 100 hours

Materials: ice and a weapon

Actions: touch ice to part of weapon that does damage, or gesture towards it with ice if cast at Range

Effect of Throw:

3 to 12 Insanity

13 to 15 Caster takes 3 to 1 dice Cold Damage (no st)

16 to 19 No Effect

³ 20 (T-14)/6 FRD dice Cold Damage

The type of dice of Cold Damage depends upon the Target Weapon's classification for Encumbrance purposes as follows:

Category V = d8s

Category IV = d8s

Category III = d6s

Category II = d6s

Category I = d4s

Duration: 10t min - t(t-1)/2

Range: d ft -d(d+1)/2

Notes:

  1. Cast upon a single Target Melee or Thrown Weapon.  May not be Cast upon Ranged Weapons.
  2. Target Weapon does the Cold Damage as additional Damage whenever it hits a target and resolves Damage during the Duration.  The Cold Damage counts as a magical attack (so the Cold Damage does damage to a Being with Invulnerability, even though the other damage caused by a non-magical weapon on which it is Cast does not).
  3. Weapon of Cold is a Cold Spell.  Cold-Vulnerable Beings take double damage from it (multiply the result of the nd6 by *2 before rolling the first st).  It has full effect underwater.
  4. A st against Cold Damage halves the Damage taken (FRU: e.g. 5 is halved to 2), and a further st may then be made to halve it again. Once a st is failed, the Target takes the remaining Cold Damage. The min ADS of any armour that covers the majority of the body subtracts from the Damage taken. All Damage taken is General Damage.
  5. The Cold Damage does not freeze or affect the Target Weapon or its wielder (unless he does himself Damage with it).  It may therefore be Cast on a pliable weapon such as a whip without making it frozen or brittle or upon an all-metal weapon such as a mace without burning the wielder's hands.