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Ice mages

Ice mages are known for their extreme consistency, simply being just plain useful in almost any scenario. With a relatively high damage to mana ratio, damage that doesn’t rely on dice rolls and high combat flexibility, ice mages are extremely useful for fighting, while somewhat lacking in their abilities to interact with the world in non-violent ways.

Passives

Snowman

  • Unlock : Level 1

Being an ice mage, you are used to being frozen, allowing you to keep full range of motion while frozen and while walking on ice.

Cool Mind

  • Unlock : Level 10

Learning ice magic thought you the value of keeping cool, and staying calm, allowing you to be more consistent in general. This skill allows you replace the 1D4/2 multiplier used in stat and damage checks with an assured 1.25 multiplier.

Actives

Ice Blade

  • Tier 1 ice magic

Produce a blade of ice with which you slash a target, dealing 1.25 * (3 * MAG + LVL * 20) ice elemental damage.

Snowball

  • Tier 1 ice magic

Send out a high velocity ball of hardened ice a target, dealing 1.25 * (3 * MAG + LVL * 20) ice elemental damage.

Frost Spear

  • Tier 2 ice magic
  • Mana cost : 250 mana

Produce a spear made of pure ice which can be used to attack a target within melee range or shot out at high speeds.

When wielded as a two-handed weapon the spear deals 1.25 * (4 * MAG + LVL * 20) or 1.25 * (4 * STR + LVL * 20) ice elemental damage with 50% pierce and a lowered accuracy when fighting in extremely close quarters.

When wielded as a hand-handed weapon the spear deals 1.25 * (4 * MAG + LVL * 20) or 1.25 * (4 * AGI + LVL * 20) ice elemental damage.

When shot out, the spear deals 1.25 * (4 * MAG + LVL * 20) ice elemental damage.

Flash freeze

  • Tier 2 ice magic
  • Mana cost : 250 mana per turn

Spread out ice mana, causing a sharp drop in the temperature of surrounding surfaces1 causing water to rapidly condensate on them and turn into a thin layer of ice2; this ice follows you as you move, growing around you and melting away from you.

While on the ice AGI is reduced by MAG / 2, movement related dodge skills are disabled and charges/sprints cause their user to slip and fall (thus becoming unusable).

The ice doesn’t affect creatures who have spiked feet or boots, who win a STR or AGI confrontation against your MAG (who can simply break the ice under their feet or stay balanced) or against flying creatures. Creatures with at least 6 INTEL also adapt to the ice after 4 turns.

Winter’s Whisper

  • Tier 3 ice magic
  • Mana cost : 750 mana

Infuse your breath with ice mana before exhaling towards a target within melee range, sending a frozen breeze at them, which, if breath in, causes the target’s lungs to freeze dealing 1.25 * (5 * MAG + LVL * 20) ice elemental damage while also making it hard to breath and reducing the target’s STR and AGI by MAG / 2 for 3 turns. Even after having breath out the mana, you keep control of it3, allowing you to decide to delay its activation (by up to 5 turns) or even to never activate it.

Arctic’s Bite

  • Tier 3 ice magic
  • Mana cost : 500 mana per needle

Create and throw out up to 4 small needles made of ice that, at the time of their creation, reach a temperature of -200°C.

Upon contact with something, each needle instantly causes a huge amount of ice and mist to spread.

Upon contact with a creature, each needle deals 1.25 * (MAG + LVL * 5) fully piercing ice elemental damage. Each needle individually inflicts a stack of the “Frostbite4” debuff onto the body part5 that was hit. Each individual needle has 75% accuracy, however, trying to aim at a specific body part will reduce this accuracy further.

Winter’s Howl

  • Tier 4 ice magic
  • Cooldown (regular) : 5 turns6
  • Cooldown (overcharged) : 10 turns
  • Mana cost (regular) : 1500 mana
  • Mana cost (overcharged) : 4000 mana
  • Cast time (regular) : 1 turn
  • Cast time (overcharged) : 2 turns

Form 2 Ice Wolves from the water in the air that leap at your targets, which can be changed every turn. Each Ice Wolf has 1.25 * (MAG * 5 + LVL * 20) health and bites a target within melee range every turn, dealing as much ice elemental damage as they have health left. Ice Wolves take double damage from blunt attacks and instantly die to fire damage. The Ice Wolves melt after 5 turns.

The overcharged form of this spell increases the mana cost, cooldown and cast time, however, it summons 4 Ice Wolves instead of 2.

Snow Screen

  • Tier 4 ice magic
  • Mana cost : 1000 mana

Pulse out ice mana around yourself, forcing all the water particles suspended in the air to instantly freeze and turn into snow, causing a 250-meter radius ball of unpacked snow to appear without warning around yourself. Because the air inside the ball isn’t actually cooled down in any way, the ball will quickly start to melt, lasting at most 3 turns, however, for the duration of the ball it does block the view of every creature inside while also almost completely blocking sounds. Creatures stuck inside do ball do not get crushed or suffocated as only the water that was in the air was frozen and thus the ball is actually extremely light and filled with air.

Crystal Prison

  • Tier 5 ice magic
  • Cooldown : 5 turns
  • Mana cost : 5000
  • Cast time : 2 turns

Summon a glacier upon any number of targets in the same area (can be self-cast), locking them in ice. To break out of a Crystal Prison, targets have to do a STR confrontations every turn against its health, which starts at MAG * 6.25, until it reaches 0, at which point, it breaks, setting everyone inside free. Creatures inside the Crystal Prison cannot be damaged by outside sources (poisons and curses still work, as they come from inside). Though creatures inside the Prison cannot get damaged from the outside, the Crystal Prison itself can. Creatures inside stay fully conscious and do not need air, food or water, nor do they age or get sick; creatures inside can decide to remain in the Crytal Prison.

Cryogen’s Maw

  • Tier 5 ice magic
  • Mana cost : 2500 mana

Produce a giant dragon’s mouth from the ground itself which find your targets and bites them down, impaling them between the giant icicles that serve as the dragon’s teeth, dealing 1.25 * (MAG * 6 + LVL * 20) ice elemental damage and afflicting the target’s head, body, legs and arms with Frostbite4.

Ice Reaper’s Wrath

  • Tier 6 ice magic
  • Cooldown : 20 turns
  • Mana cost : 10000 mana

Infuse your hand with inhuman amounts of ice mana, disabling your own mana regen and completely freezing over your arm, but causing the next person you touch to instantly freeze from the inside, instantly killing most living creatures.


  1. “Surfaces” excludes anything that moves (creatures, machines) or burns (fires, etc.).

  2. This ability doesn’t work in especially warm conditions, for instance, during a firestorm or around a volcano. Fire magic can also stop the ice from spreading.

  3. This doesn’t imply you can move it or create traps by breathing somewhere and making someone walk into it, as the mana breath you create is a stationary and very obvious blue mist.

  4. The “Frostbite” debuff afflicts a specific body part and stacks up to 3 times per body part, lasting 40/80/10 turns. Each stack reduces every stat used in actions requiring the afflicted body part(s) by 25%/50%/75%. Frostbite 1 can be purged by heating up the body part next to a fire for a turn or by using fire items or magic, while the same can be done to reduce Frostbite 2 into Frostbite 1. Frostbite 3 cannot be purged. After the 10 turns of Frostbite 3, Frostbite gets replaced with “Necrosis”, which makes the afflicted body part unusable and reduces maximum health by 20% until the necrosed body part is gotten rid of. ↩2

  5. If a specific body part wasn’t targeted, the body part that is hit by each needle is decided by a dice roll, for instance, humanoids have 6 body parts (2 arms, 2 legs, a head and a body), so you would throw 1D6 per needle to select the body part that was hit.

  6. This spell’s cooldown doesn’t start going down until the previous Ice Wolves all die or melt.