Zero Cool: Difference between revisions

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{{Spell
{{Spell
|name=Chilling Grasp
|name=Zero Cool
|level=0
|level=0
|arcane=1
|themes=arcane divine
|divine=1
|domains=ice
|domain=Ice
|cast=minor
|cast=minor action
|range=20 meters
|range=20 meters
|components=V, S
|components=V, S
|duration=1 turn
|duration=1 turn
}}
}}
The target must succeed with a [[Fortitude]] save, or suffer 1d8 cold damage and become [[Slowed]], until the end of their next turn.
* The target must succeed with a [[Fortitude]] save, or suffer <code>1d6</code> cold damage and become [[slow]]ed, until the end of their next turn. If the target is [[slow]]ed from this or another cold source, and suffer damage from this spell, the target suffer an additional <code>1d4</code> cold damage.
** The target may use an action to perform a [[Fortitude]] check, on a success remove the [[slow]] condition.
*


'''Power Increase'''<br>
'''Power Increase'''<br>
This spell's damage is increased by 1d8 when you reach 5th, 9th, 13th, and 17th level.
When you cast this spell at level 1 or higher, the damage is increased by <code>1d6</code> and [[slow]] damage by <code>1d4</code>, for each spell level.
<tab name="Power Table" collapsed>
<tab name="Power Table" collapsed>
{| class="wikitable"
{| class="wikitable"
! Level !! Damage
! Spell <br>Level !! Damage !! Slow <br>Damage
|-
|-
| 1st || 1d8
| 0<span class="small"><br>(Cantrip)</small> || 1d6 || 1d4
|-
|-
| 5th || 2d8
| 1 || 2d6 || 2d4
|-
|-
| 9th || 3d8
| 2 || 3d6 || 3d4
|-
|-
| 13th || 4d8
| 3 || 4d6 || 4d4
|-
|-
| 17th || 5d8
| 4 || 5d6 || 5d4
|-
| 5 || 6d6 || 6d4
|-
| 6 || 7d6 || 7d4
|-
| 7 || 8d6 || 8d4
|-
| 8 || 9d6 || 9d4
|-
| 9 || 10d6 || 10d4
|}
|}
</tab>
</tab>
<noinclude>----{{quote|Slowed}}
 
<noinclude>----{{quote|Slow}}
----</noinclude>
----</noinclude>
<noinclude>[[Category:Dr GM pls]]{{pls|tagged}}</noinclude>
<noinclude>[[Category:Dr GM pls]]{{pls|tagged}}</noinclude>

Latest revision as of 14:05, 19 April 2025

Cantrip
Theme(s)
Arcane
Divine
Domain(s)
Ice
Casting Time Minor Action (2 AP)
Range 20 meters
Component(s) V, S
Duration 1 turn

  • The target must succeed with a Fortitude save, or suffer 1d6 cold damage and become slowed, until the end of their next turn. If the target is slowed from this or another cold source, and suffer damage from this spell, the target suffer an additional 1d4 cold damage.
    • The target may use an action to perform a Fortitude check, on a success remove the slow condition.

Power Increase
When you cast this spell at level 1 or higher, the damage is increased by 1d6 and slow damage by 1d4, for each spell level.

Spell
Level
Damage Slow
Damage
0
(Cantrip)
1d6 1d4
1 2d6 2d4
2 3d6 3d4
3 4d6 4d4
4 5d6 5d4
5 6d6 6d4
6 7d6 7d4
7 8d6 8d4
8 9d6 9d4
9 10d6 10d4

Slow

  • All movement has double the cost.


Dr GM pls: tagged