Create Frost

Cast (Action): You use one of the following powers:

  • Chill (Special): You invent a simple cryokinetic effect and use it on a target you can see within 12 squares of you (form a snowflake in your hand, temporarily freeze a Tiny volume of water, and so on). The GM determines the limitations of the effect, including its duration (instantaneous, persistent, or concentration).

  • Ice Ray (Instantaneous): You emit a bluish beam of freezing energy to make a blast attack (see Blast Attacks) against a creature or an object within 12 squares of you. If you succeed, the target takes cold damage equal to your result and -- if the target is a creature -- its movement speed is reduced by 2 squares until the start of your next turn. If Ice Ray leaves the target with 0 hit points, it becomes petrified in ice until it is thawed (about 1 hour at room temperature).

  • Rime (Instantaneous): You shower an adjacent 6-square cube with waves of freezing energy. All surfaces in the area are coated in a thin sheet of ice, which counts as difficult terrain and lasts until it is thawed (about 1 hour at room temperate) or destroyed. If the ice sheet covers the surface of a body of water, any creatures swimming there are pushed underneath it. Each 1-square section of the ice sheet has 1 hit point and immunity to cold, poison, and psychic damage.

    When a creature steps onto the ice sheet for the first time on a turn or starts its turn standing there, it must succeed on a Hard (4+) Agility test* or fall prone. An incapacitated creature fails automatically.

    You can spend 1 spirit point to heighten *the spell when you cast it, imposing disadvantage on this test.