Tuesday, November 2, 2021

Don't You Know the Way of Men? (Class: Wizard)

Credit Wikipedia

 
I asked for blogpost ideas, and Locheil said I should make a winter wizard. Ulimately it turned out to be more of an ice wizard and only a little bit of a winter wizard, but so be it.
 
Starting Equipment: A single long pole, a pair of old-fashioned cross-country skis, one weapon of your choice (with 20 ammunition if ranged), a snow globe (explodes into a 30' x 30' x 20' snowbank if shattered).

Skills: Skiing and 1d3: 1. Ice Skating , 2. Ice Fishing, 3. Ice Climbing

A: Hypothermic, Winter's Gift
B: Chillbringer, +1 MD
C: Warding Wind, +1 MD
D: Winter's Harbinger, +1 MD

Hypothermic: Your resting body temperature is 0° C. You are immune to cold weather and magical cold effects unless it's absurdly, unreasonably cold (maybe in the region of -100° C), but you suffer double the effect of heat-related ailments (heat exhaustion, heatstroke, etc). You have resistance to both cold damage and fire damage.

Winter's Gift: You have a pool of d6s known as Microclimate Dice, which function in the exact same manner as Magic Dice. You know 2 spells from your list, rolled on a d6. Roll again with a d8 at B template, a d10 at C template, and a d12 at D template.

Chillbringer: The area within 30' of you is always noticeably colder than the ambient temperature, unless it's already below freezing. If you want, everyone within 5' of you takes 1 damage per round from the cold unless they're wearing winter clothing and extinguishes small flames within the same area. Your touch deals 1d4 damage if it touches flesh or metal armor.

Warding Wind: A chill wind constantly blows around you. Missile attacks against you or targets adjacent to you have -2 to hit. Your aura of cold now deals 1d3 damage per round and can be extended up to 30' away from you. You can move through snow as though it were no obstacle at all.

Winter's Harbinger: The weather in the hex you occupy is always unseasonably cold - summer feels like spring or fall, spring and fall feel like winter, and winter feels like that one winter seventy years your great-grandma told you about. If it's near or below freezing, there's a 3-in-6 chance beyond the usual of snow, hail, or freezing rain (whichever the DM decides is most appropriate). Water freezes at your touch and below your feet.

Spells:  
  1. Snow Cave
    Casting Time:
    10 minutes
    Duration:
    8 hours/days/weeks/months
    Range:
    Touch
    A snow cave that can hold [sum] people appears, either in already existent snow or a snowbank that appears when you cast the spell. The inside of the cave feels like the perfect comfortable temperature for everyone inside. It cannot be entered by any who the caster does not want to allow in, although it can be collapsed or otherwise destroyed. No harmful magical effects can penetrate the cave.
  2. Control Water
    Casting Time: 1 action
    Duration: 0
    Range: 30'
    You can waterbend control any water within range that is not inside a creature. You can freeze, melt, or move up to [dice] ^ 3 cubic feet of water or ice (hitting somebody with this water is Save vs Magic or [sum] damage, freezing them in place is a Save vs Magic to avoid getting trapped and a Save vs Magic each round to escape), or turn [dice] ^ 3 cubic feet of water into ([dice] ^ 3) * 5 cubic feet of fog.
  3. Winter Storm
    Casting Time:
    1 action
    Duration:
    [sum] rounds
    Range:
    60'
    Choose [dice] of the following options to apply to the area within range:
    - Golf-ball hail pours down, dealing 1 damage to everyone not under cover each round.
    - Thick fog fills the air, restricting every creature's sight to a 10' range.
    - Waist-deep snow appears, cutting walking speeds in half.
    - Winds howl, making missile attacks impossible, forcing all creatures to Save or be knocked prone each round, and making hearing impossible beyond 10' away.
    - Black ice covers the ground, making all creatures who move Save or be knocked prone and take 1d6 damage.
    - All flames are immediately extinguished.
  4. Protection from Elements
    Casting Time:
    1 action
    Duration:
    [sum] hours
    Range:
    30'
    For the duration, [sum] creatures within range take [dice] less damage from heat and cold, and are immune to negative effects from temperature.
  5. Speak With Ice
    Casting Time:
    1 action
    Duration:
    [sum] minutes
    Range:
    Self
    For the duration, you can speak with ice in any of its incarnations. It will remember everything that has transpired since it was frozen. Snow is flighty and cheerful, melting ice is grumpy and resentful, glaciers are solemn and wise.
  6. Mulled Cider
    Casting Time:
    10 minutes
    Duration:
    [dice] hours
    Range:
    Touch
    [dice] slots worth of liquid are transformed into spiced and mulled cider, as hot as possible while not burning your throat. No matter the conditions, it will remain hot for the duration, and will persist after that but will cool down. Drinking a slot's-worth (which takes 1 action) heals 1d8 hitpoints if hot and 1d6 if cold. No one can benefit from this healing more than once per day.
  7. Hoarfrost Hauberk
    Casting Time: 1 action
    Duration: [dice] hours
    Range: 0
    You sheathe yourself in a spiked cuirass of ice. This cuirass has [sum] hitpoints, which take damage that would otherwise have damaged you. If an enemy hits you with a melee attack while any of these hitpoints still remain, they take [dice] damage.
  8. Wall of Ice
    Casting Time:
    1 action
    Duration: -
    Range:
    60'
    You create a thick wall of ice within range. This wall can be in any shape with an area of [dice] * [dice] * 200 square feet, and it is [dice] * 5' thick. It cannot intersect any creature. If you enclose a creature, they can Save vs Magic to escape. Each 5' by 5' pillar of ice has 5 HD. The wall lasts until it melts.
  9. Cryogenesis
    Casting Time:
    1 action
    Duration:
    [dice] hours
    Range:
    30'
    Ice within range transforms into animate human forms under your command for the duration. You can create either [dice] 1 HD constructs or 1 construct with [sum] HD. They deal 1d4 damage or the damage of a weapon if they have one. There must be sufficient ice or snow present to create the constructs, and it continues to melt at the normal rate during the spell.
  10. Cone of Cold
    Casting Time: 1 action
    Duration: [dice] minutes
    Range: 30' cone
    All creatures in range must Save vs Magic or take [sum] damage and be slowed by [dice] * 5' for the duration. All water in the area is frozen over.
  11. Flesh to Stone
    Casting Time:
    1 action
    Duration: -
    Range:
    60'
    A creature within range that you can see must Save vs Magic. If they have [dice] or fewer HD, they are turned to stone on a failure. On a success, they instead gain [dice] AC and have their speed halved as they are partially petrified. If the spell is cast on them a second time, they will be petrified with no save. If they have more than [dice], they are unaffected on a success and partially petrified as above on a failure.
  12. Midwinter Knight
    Casting Time:
    1 action
    Duration:
    [sum] hours
    Range:
    Self
    For the duration, you are clothed in red and white and gain a long bushy white beard, granting you +[dice] AC from the friendliness of your appearance. At will, you can summon a flying sleigh pulled by reindeer. The sleigh can fly at up to [dice] * 100 miles per hour and is invisible to those who bear you ill will. It also contains a list of who's been naughty and who's been nice, and if you arrive at the home of someone on the nice list, it contains a present of elfin manufacture made specifically for them. The present's nature should be agreed upon by yourself and the DM.
Mishaps (d6):
  1. Take 1d6 damage
  2. Take +1 damage from all sources for the next hour
  3. Become deafened for the next 1d4 hours
  4. Catch a nasty cold (1d4 Con disease)
  5. All creatures within 30' must Save or slip on ice and take 1d4 damage
  6. Become frozen inside a huge block of ice for the next 1d4 hours
Dooms:
  1. Your fingers become stiff and necrotic with frostbite. Lose 4 Dex.
  2. Your eyes become clouded with icy cataracts. You cannot see anything farther than 30' away, or 60' with a successful Wis check.
  3. At the start of every week and every time you cast a spell, Save vs Magic. On a success, your speed is halved as you grow stiff and cold. On a failure, turn into a beautiful statue of crystal-clear, pure, sparkling ice.