Frost Magic


Philosophy

Frost mages treat cold as discipline made visible. Heat scatters, melts, and releases. Frost binds, slows, preserves, and makes every weakness audible as a crack. In everyday life the school is used for food storage, travel, sculpture, weather survival, and battlefield denial. In war it is feared for turning motion itself into an enemy.

Because frostcraft can preserve as easily as it can mutilate, the school sits between practicality and severity. A glacier temple and a torture cellar may both rely on the same basic principles.


Example Places of Study


Common Spells

Frost Armor

Purpose/How It Works: Frost Armor sheaths the caster or an ally in insulating rime and layered ice-film that blunts arrows, heat, and clawing strikes.
Notable Exceptions: Heavy impact and intense flame can crack it quickly. Mobility suffers slightly in joints and fingers.
Example Use: A caravan guard crosses a burning breach behind a sudden shell of white ice.
Typical Cost/Power Source: Usually fed by ambient moisture, pulled heat, stable structure, and the caster’s reserves; dry heat raises the cost sharply.
Casting Methods: Self-wrap cast, 3 to 5 seconds. Armor charm activation, 1 to 2 seconds.
Range/Duration: Self or touched ally. Seconds to minutes.

Freeze Water

Purpose/How It Works: Freeze Water arrests a standing or flowing body of water into solid traversable ice.
Notable Exceptions: Fast rivers, deep channels, and warm contaminated water resist clean freezing.
Example Use: Hunters seal a breach in the ice road by freezing the meltwater underneath it.
Typical Cost/Power Source: Usually fed by ambient moisture, pulled heat, stable structure, and the caster’s reserves; dry heat raises the cost sharply.
Casting Methods: Surface cast, 5 to 10 seconds. Shoreline rite, 1 to 3 minutes.
Range/Duration: Pond, stream section, or flooded room. Minutes to days depending on scale.

Ice Knife

Purpose/How It Works: Ice Knife forms and launches a dense shard of compressed frost that pierces, then bursts into splintering cold.
Notable Exceptions: It needs enough ambient moisture or prepared ice to form well. Thick armor reduces the bursting effect.
Example Use: A scout drops a pursuing hound with one glittering knife through the shoulder.
Typical Cost/Power Source: Usually fed by ambient moisture, pulled heat, stable structure, and the caster’s reserves; dry heat raises the cost sharply.
Casting Methods: Quick shard cast, 2 to 4 seconds. Prepared icicle release, near-instant.
Range/Duration: 5 to 20 meters. Instant strike with brief cold burst.

Rime Step

Purpose/How It Works: Rime Step freezes a safe foothold under each step across slick or unstable surfaces.
Notable Exceptions: It is poor on superheated metal and unstable magical surfaces.
Example Use: A messenger runs across rain-slick roof tiles without slipping once.
Typical Cost/Power Source: Usually fed by ambient moisture, pulled heat, stable structure, and the caster’s reserves; dry heat raises the cost sharply.
Casting Methods: Travel cast, 2 to 4 seconds. Boot-charm activation, near-instant.
Range/Duration: Self. Minutes to one journey segment.

Snowblind

Purpose/How It Works: Snowblind fills an area with glittering frost glare and cutting white haze that overwhelms sight.
Notable Exceptions: Wind can disperse it and sealed visors resist some of the effect.
Example Use: Defenders vanish behind a wall of white brilliance as raiders stumble into each other.
Typical Cost/Power Source: Usually fed by ambient moisture, pulled heat, stable structure, and the caster’s reserves; dry heat raises the cost sharply.
Casting Methods: Sweeping glare cast, 3 to 6 seconds. Mirror-and-frost rite, 20 to 40 seconds.
Range/Duration: Lane to courtyard scale. Seconds to minutes.

Ice Bridge

Purpose/How It Works: Ice Bridge lays a thick span of anchored frost between two supports for rapid crossing.
Notable Exceptions: Warm wind, heavy artillery, and repeated shock loads compromise it.
Example Use: Refugees cross a chasm over a bridge that did not exist thirty seconds earlier.
Typical Cost/Power Source: Usually fed by ambient moisture, pulled heat, stable structure, and the caster’s reserves; dry heat raises the cost sharply.
Casting Methods: Span cast, 10 to 20 seconds. Gorge rite, 2 to 5 minutes.
Range/Duration: Small gap to river section. Minutes to hours.

Wall Of Ice

Purpose/How It Works: Wall of Ice raises a broad vertical barrier of thick frozen structure for cover, division, or containment.
Notable Exceptions: Sustained heat and siege impact break it down fast.
Example Use: A retreating battlemage seals the alley with translucent blue ice while civilians escape behind it.
Typical Cost/Power Source: Usually fed by ambient moisture, pulled heat, stable structure, and the caster’s reserves; dry heat raises the cost sharply.
Casting Methods: Barrier cast, 5 to 10 seconds. Anchored wall rite, 1 to 3 minutes.
Range/Duration: Several meters of wall. Seconds to hours depending on support.

Cone Of Cold

Purpose/How It Works: Cone of Cold projects a fan of intense freezing air and particulate ice that flash-chills flesh, fluid, and exposed material.
Notable Exceptions: It is weaker in hot dry conditions and dangerous to allies in close quarters.
Example Use: Tunnel fighters clear a choke point by freezing the front rank solid for one heartbeat.
Typical Cost/Power Source: Usually fed by ambient moisture, pulled heat, stable structure, and the caster’s reserves; dry heat raises the cost sharply.
Casting Methods: Forward exhalation cast, 3 to 6 seconds. Staff-breath focus, 1 to 2 seconds.
Range/Duration: Short cone to several meters. Instant with lingering frost.

Ice Lance

Purpose/How It Works: Ice Lance drives a long dense spike of glacial force through line targets, combining piercing mass with freezing shock.
Notable Exceptions: Stone cover and layered wards can break its momentum.
Example Use: A frost knight punches through shield and breastplate in one white crack.
Typical Cost/Power Source: Usually fed by ambient moisture, pulled heat, stable structure, and the caster’s reserves; dry heat raises the cost sharply.
Casting Methods: Spear cast, 2 to 4 seconds. Prepared lance release, near-instant.
Range/Duration: 5 to 25 meters. Instant.

Hailstorm

Purpose/How It Works: Hailstorm conjures a localized barrage of ice pellets and falling stone-cold shards.
Notable Exceptions: It is strongest outdoors and weak beneath solid roofing.
Example Use: A field line is broken when the sky begins striking helmets like slingstone rain.
Typical Cost/Power Source: Usually fed by ambient moisture, pulled heat, stable structure, and the caster’s reserves; dry heat raises the cost sharply.
Casting Methods: Skyward cast, 10 to 20 seconds. Weather knot rite, 2 to 5 minutes.
Range/Duration: Courtyard to small battlefield patch. Half a minute to several minutes.

Glacial Prison

Purpose/How It Works: Glacial Prison seals a target inside layered ice, immobilizing movement and bleeding away heat.
Notable Exceptions: Large creatures and already moving targets are harder to catch fully.
Example Use: A berserker is stopped mid-charge inside a clear coffin of screaming ice.
Typical Cost/Power Source: Usually fed by ambient moisture, pulled heat, stable structure, and the caster’s reserves; dry heat raises the cost sharply.
Casting Methods: Snap-entomb cast, 3 to 6 seconds. Circle trap release, instant once prepared.
Range/Duration: One target within line of sight. Seconds to minutes.

Brittle Curse

Purpose/How It Works: Brittle Curse drives cold into an object or body so that it loses flexibility and begins to fracture under ordinary strain.
Notable Exceptions: Thick living bodies resist partial application, and repeated impacts are usually needed for full effect.
Example Use: An executioner freezes the chain links until one hammer blow shatters them.
Typical Cost/Power Source: Usually fed by ambient moisture, pulled heat, stable structure, and the caster’s reserves; dry heat raises the cost sharply.
Casting Methods: Touch or gaze cast, 5 to 10 seconds. Marked-target rite, 20 to 40 seconds.
Range/Duration: Touch or moderate line of sight. Minutes to hours.

Winter Shroud

Purpose/How It Works: Winter Shroud cloaks a group in muffled falling frost, dampened sound, and low visibility.
Notable Exceptions: It leaves a cold trace in warm climates and can reveal itself by sudden temperature drop.
Example Use: A patrol disappears into its own whispering curtain of snow before a night raid.
Typical Cost/Power Source: Usually fed by ambient moisture, pulled heat, stable structure, and the caster’s reserves; dry heat raises the cost sharply.
Casting Methods: Group veil cast, 5 to 10 seconds. Camp concealment rite, 1 to 3 minutes.
Range/Duration: Small group or camp. Minutes.

Blizzard Call

Purpose/How It Works: Blizzard Call pulls wind, snow, and suspended ice into a coherent killing storm.
Notable Exceptions: It is expensive outside cold climates and can spiral out of control in mountain terrain.
Example Use: A fortress valley becomes impassable in one hour under a commanded whiteout.
Typical Cost/Power Source: Usually fed by ambient moisture, pulled heat, stable structure, and the caster’s reserves; dry heat raises the cost sharply.
Casting Methods: Large weather cast, 1 to 3 minutes. Great winter rite, 10 to 30 minutes.
Range/Duration: District-scale weather pocket. Hours.

Deep Freeze

Purpose/How It Works: Deep Freeze locks a relic, corpse, chamber, or wound site into long-term suspended cold for preservation or denial.
Notable Exceptions: The longer the sleep, the more dangerous thaw becomes if handled poorly.
Example Use: A plague crypt is sealed in blue ice until a cure is found.
Typical Cost/Power Source: Usually fed by ambient moisture, pulled heat, stable structure, and the caster’s reserves; dry heat raises the cost sharply.
Casting Methods: Reliquary freeze, 2 to 5 minutes. Vault rite, 15 to 40 minutes.
Range/Duration: One object, body, or chamber. Weeks to generations.