Zero Cool: Difference between revisions

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This spell's damage is increased by 1d8 and the duration is increased by 1, when you reach 5th, 9th, 13th, and 17th level.
This spell's damage is increased by 1d8 and the duration is increased by 1, when you reach 5th, 9th, 13th, and 17th level.


On the 2nd turn or later, while affected by this spell's [[Slowed]] condition, the target may perform a [[Fortitude]] save at the start of their turn, on a success this spell ends. If this spell hits a second time on the same target, the target may *not* perform the [[Fortitude]] save at the start of their next turn, it counts as the 1st turn affected by the [[Slowed]] condition.
On the 2nd turn or later, while affected by this spell's [[Slowed]] condition, the target may perform a [[Fortitude]] save at the start of their turn, on a success this spell ends. If this spell hits a second time on the same target, the target may '''''not''''' perform the [[Fortitude]] save at the start of their next turn, it counts as the 1st turn affected by the [[Slowed]] condition.
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Revision as of 16:39, 16 February 2023

Cantrip
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 1d8 cold damage and become Slowed, until the end of their next turn.

Power Increase
This spell's damage is increased by 1d8 and the duration is increased by 1, when you reach 5th, 9th, 13th, and 17th level.

On the 2nd turn or later, while affected by this spell's Slowed condition, the target may perform a Fortitude save at the start of their turn, on a success this spell ends. If this spell hits a second time on the same target, the target may not perform the Fortitude save at the start of their next turn, it counts as the 1st turn affected by the Slowed condition.

Level Damage Duration
1st 1d8 1 turn
5th 2d8 2 turns
9th 3d8 3 turns
13th 4d8 4 turns
17th 5d8 5 turns

Slowed

  • All movement has double the cost.


Dr GM pls: tagged