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Ice Magics from the Frozen North

For GURPS Fantasy


by Marc Janssen
The mages of northern Megalos have developed a special set of Water spells, all
dealing with ice and cold. While these spells are not secret, they are seldom practiced
south of the duchy of Kethalos their effectiveness in warmer climes is severely limited.
This time of year, though, mages the world around can put these spells to good use.
The ice produced by these spells is "natural" it is nothing more than frozen water. It
will last indefinitely at temperatures below freezing, but will melt at higher temperatures.
The GM must determine the rate at which ice melts on a case-by-case basis,
considering the amount of ice to be melted, the air temperature, the effects of any fire or
warm objects near the ice, salt poured on the ice . . . One-hex magical fire or heat will
melt one hex of Frost, Ice Slick, or Snow, or melt 5 gallons of Frozen water. One hex of
Ice Slick will extinguish one hex of magical fire, but Frost and Snow will only cause the
fire to sputter and steam.
As with other water spells, these ice magics will not affect the water in a living body
unless specifically noted.
Frost . . . . . Area
Creates a covering of frost on all surfaces in the area of effect. The frost is real, and will
last indefinitely If the temperature is below freezing. In warmer conditions, the frost will
quickly melt to a dew. Cast upon a real or magical fire, the frost will produce a cloud of
steam and cause the flames to hiss for a few seconds. Only a tiny fire a match or
candle would actually be extinguished by a Frost spell.
A Frost spell cast upon a fire elemental or other flaming creature will do one hit of
damage to the creature, but is more likely to anger it than drive it away.
Duration: The frost lasts until it melts naturally.
Base Cost: 1
Prerequisites: Create Water or Cold.
Item: Staff, wand or jewelry. Cost: 200 energy, $350 spell materials.
Ice Slick . . . . . Area
Covers the floor or ground with a quarter-inch sheet of clear ice. Footing on this ice slick
is very precarious. All close combat and melee attacks, and all active defenses, are at -
3 on an ice slick. Other physical skills, including missile and thrown weapon attacks, are
at -2. Even walking across an ice slick is usually difficult in general, anyone attempting
to walk or ran across an ice slick must roll against DX-2 as he enters each hex. If he
fails this roll, he falls to the ice. He may, with another DX-2 roll, attempt to stand on his
next turn. Spiked footwear will negate all penalties on ice.
Ice slicks are very difficult to see. Anyone not actively watching the ground for ice must
make a roll against IQ-3 to notice an ice slick before stepping onto it.
Duration: An ice slick lasts until it melts naturally.
Base Cost: 3.
Time to Cast: 2 seconds per 3 ST used to cast.
Prerequisite: Frost.
Items: (a) Rug or mat. Cost per hex: 100 energy, $250 spell materials. (b) Wand, staff
or jewelry. Cost: 250 energy, $500 spell materials.
Freeze . . . . . Regular
Turns water into solid ice. The ice will retain the shape of its container; in open water,
the affected volume freezes as a sphere or cube, at the caster's option. A Shape Water
spell may be cast to form the water before it is frozen, or to alter the shape of the ice
after it is frozen.
Remember that water expands as it freezes. Cast upon water in a container, this spell
may cause the container to burst from the pressure of the ice within.
Duration: The ice lasts until it melts naturally.
Cost: 2 for an object up to the size of a fist, 4 for up to a cubic foot, 6 for a one-hex
object, 3 more for each additional hex. If the temperature is above freezing, the caster
may maintain the spell by expending as much ST as used in the original casting, once
every 10 minutes.
Time to Cast: 10 seconds.
Prerequisite: Shape water.
Item: Staff, wand or jewelry. Cost: 200 energy, $100 spell materials.
Ice Vision . . . . . Regular
Enables the subject to see through solid ice or piled snow to see caves, entombed
victims, the ground or water beneath the ice, etc. Snow and uncut ice (up to 50 yards
thick) are transparent to the subject, wherever he looks. No type of earth, mineral or
metal is transparent, nor is cut ice.
Duration: 30 seconds.
Cost: 2 per 10 yards of depth to cast; the same to maintain.
Prerequisite: Shape Water.
Item: Any. Energy cost to create: 400.
Snow Shoes . . . . . Regular
Allows the subject to cross ice or snow as though it was regular ground. Snow shoes
eliminate any movement, DX or skill penalties normally assessed for ice or snow. The
subject is still subject to penalties caused by an unstable surface, such as a rocking ice
floe or an avalanche.
Duration: 1 minute.
Cost: 2 to cast, 1 to maintain.
Time to cast: 2 seconds.
Prerequisite: Shape Water.
Item: Shoes, boots or sandals. Works for wearer only. Energy cost to create: 350.
Snow . . . . . Area
Creates (or prevents) 1 inch of snow, in a normal outdoor setting. To work properly, this
spell must be cast when the temperature is 32 degrees or lower. Cast under warmer
conditions, this spell simply summons a thin drizzle, dampening the ground but not
leaving any significant puddles.
Duration: 1 hour.
Base Cost: 1/15. Each additional 1/15 ST increases the amount of snow by 1 inch per
hour. Cost to maintain is the same per hour.
Prerequisites: Clouds, Frost.
Item: Staff. Energy cost to create: 450. Must be kept cool when not in use; loses its
powers if it is exposed to temperatures over 90 degrees for more than two hours.
Usable only by a mage.
Frostbite . . . . . Regular: Resisted by HT
Lowers the temperatures in the body tissues of the subject, causing damage or death.
Affects the whole victim if cast from a distance; if cast by Mage's Touch, damage is
limited to the part touched. Armor does not protect.
Duration: Damage is permanent until healed.
Cost: 1 per die of damage done, up to 3.
Time to cast: 3 seconds.
Prerequisite: At least 5 Water spells, including Frost and Freeze.
Item: Wand or Staff. Usable only by a mage; must touch victim. Cost: 700 energy,
$1,000 spell materials.

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