Frozen Tomb
- Level
- 5
- School
- Elemental
- Keywords
- Elemental
- Range
- 40 meters
- Duration
- Instantaneous or Until Dismissed
- Mana Cost
- 5
Choose a creature that you can see within 40 meters of you. The target must make a Reflex defend roll contested by your Magic skill. On a failure, the target takes Frost damage equal to the margin of failure plus 2d4.
If this damage kills the target or reduces its movement to 0, you may choose to freeze that creature in insoluble ice. While frozen, the creature cannot take damage, move, or take actions.
If you cast this spell on yourself, you take no damage and may dismiss the effect at will.
Stunts
Encased in Time
When you freeze a creature with this spell, you may choose to pause all durations and effects on that creature until they are unfrozen, including buffs, debuffs, poison, or magical auras.
Brittle Shatter
If you cast Frozen Tomb on a creature already affected by a Frost effect, you may shatter the frozen target on death, dealing 4d6 Ice damage in a 4-meter radius.
Preservation Coil
If you freeze yourself with Frozen Tomb, you gain immunity to all effects and recover stress points equal to your Magic skill per turn while frozen. You may remain encased for up to 10 minutes, dismissing the spell at will.
Absolute Zero
On a failed save of 5 or more, the target also gains the Paralyzed condition for 1 round, even if not frozen entirely. This is a physical effect of extreme cold and does not require a Mental Consequence.
Crystalline Prison
When a creature is frozen by this spell, it also emits an aura of cold for 1 turn. All creatures that start their turn within 4 meters of the frozen creature take 2d4 Frost damage automatically.