Icemancy

Elementalism - Aquamancy Ability The ability to control and manipulate Frozen Liquids.

Water - Elementalism

XP Cost: 1   Prerequisites: Snowmancy

Action Type(s) Motion, Action, Spell Attack
ARP Cost 2 (Motions Excluded)
Range 10 Meters
Volume 1 Cubic Meter
Requirements 1 Free Hand
Sustain 1 ARP
Traits Visible, Audible

You can control and manipulate Ice.

Using a Motion: You can control, manipulate, redirect or move up to 6 meters up to 1 Cubic Meter of Ice within Range. 1 Cubic Meter of Ice moved in this way can extinguish 3 meters of Fire or Flames. You can cause Ice to take on simple shapes and create objects and Structures.

Ice Shard: Make a Ranged Spell Attack Roll vs a Target within Range while within Range of a Source of Ice.

If you Hit the target, it is dealt 3d10 + Spellcasting Modifier Slash or Puncture Damage.

Ice Bomb: Expend an Action and target a 1 Meter Blast Area within Range of a Source of Ice.

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 3d8 Slash or Puncture Damage.

Creatures that Pass the Saving Throw are dealt half the above Damage.

Sustain: Sustaining this Ability allows a Manipulated Ice 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 Blast Area of this Ability’s Ice Bomb 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 1d8 Slash or Puncture Damage.