Frostbound

Unlike other mages who might dabble in elemental magic, the Frostbound are uniquely attuned to the essence of winter. They can freeze the very air around them, summon blizzards to obscure vision and freeze the ground to immobilize foes. Their magic can harden water into unbreakable ice or chill the blood of their enemies with a mere touch.

The Frostbound are often solitary figures, their presence alone causing temperatures to drop and frost to form. Their connection to ice and cold is so deep that they are often unaffected by extreme temperatures, able to walk through snowstorms as if they were a gentle breeze. In battle, the Frostbound are as relentless as the winter itself, slowly wearing down opponents with freezing spells and encasing them in ice.

Class Benefits

Aspect Bonus: +1 [IP]

Combat Value Bonus: +1 <SA>

Starting Skills: Discipline, Knowledge: Arcane, Knowledge: Nature, Notice [IP], Any one other skill

Starting Proficiencies: Light Armor, Simple Melee, Any one other proficiency

Starting Money: $100.00

Sample Starting Equipment: Light armor, sturdy clothing, knife, walking stick, traveling pack, $51.15 left

Talents

Rank 1: Basic Spellcasting (Frostbound)

  • You choose six spells. These must be Water spells, Air spells, or Neutral spells.
  • You start with a mana pool consisting of 3 Air and/or Water Mana in any combination you choose.

Rank 2: Frostbite

  • You gain +1 Air Mana or +1 Water Mana in your mana pool.
  • Whenever you cast a spell that uses both Air and Water Mana, you may spend one additional Mana to have the target suffer the Slowed condition until the end of your next action.
  • You learn one spell of any type you could theoretically cast.

Rank 3: Glacial Wall

  • You gain +1 Air Mana and +1 Water Mana in your mana pool.
  • When you cast a spell that uses both Air and Water mana, you may subtract one phase from the time it takes to perform the Cast a Spell action.
  • You learn one spell of any type you could theoretically cast.

Rank 4: Absolute Zero

  • You gain +1 Air Mana or +1 Water Mana in your mana pool.
  • Once per encounter, as a zero-cost action, you may freeze all enemies within 3 spaces of you, causing them to take 10 STUN damage and the Slowed condition until the end of their next turn. This costs 1 Air Mana and 1 Water Mana.
  • You learn one spell of any type you could theoretically cast.

Rank 5: Eternal Winter

  • You may discard a card from your Hand of Fate when casting a spell that uses both Air and Water Mana. If you do so, the spell’s effects are doubled (damage, duration, and area of effect). All regular mana costs still apply.