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Frost Mage Paragon Path

shinobi_guyver

First Post
Here's something I did as a request on another site. It's all crunch and no fluff, so you can flavor it to work better in your campaign.

FROST MAGE
Prerequisite: Wizard Class

Frost Mage Path Features
Frost Action (11th Level): When you spend an action point to take an extra action, if you use your action to make an attack that hits, that attack deals ongoing 5 Cold damage (save ends).

Ice Affinity (11th Level): You gain Resist Cold 5. This increases to Resist Cold 10 at 21st level.

Ice in the Veins (16th Level): When you first become bloodied in an encounter, you unleash a burst of arcane energy that deals 5 + Wisdom modifier cold damage to all enemies within 10 squares of you.

Frost Mage Spells

Absolute Cold --- Frost Mage Attack 11
Encounter <> Arcane, Cold, Implement
Standard Action --- Area burst 3 within 20 squares
Target: Each enemy in burst
Attack: Intelligence vs. Fortitude
Hit: 4d6 + Intelligence modifier cold damage.
Effect: You chill the air to temperatures most think impossible in the designated area and continues until the end of your next turn. Any enemy that starts its turn in the area takes cold damage equal to your Intelligence modifier.
Sustain Minor: The zone persists.

Unforgiving Cold --- Frost Mage Utility 12
Daily <> Arcane, Cold
Minor Action --- Ranged 20
Target: One Creature
Effect: You may treat target creature’s Resist Cold value as 5 less for any of your powers with the Cold keyword for the remainder of the encounter. If the target creature does not have a Resist Cold value, it gains Vulnerable Cold 5 for the remainder of the encounter.

Cryogenic Blast --- Frost Mage Attack 20
Daily <> Arcane, Cold, Implement
Standard Action --- Close Blast 5
Target: Each enemy in blast
Attack: Intelligence vs. Fortitude.
Hit: 5d6 + Intelligence modifier Cold damage, and the target is Restrained (save ends).
Miss: Half damage, and the target is Dazed (save ends).
Effect: The blast creates a zone of ice. The zone is difficult terrain until the end of the encounter or for 5 minutes.
 

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ff6shadow

First Post
It seems odd that the powers distinguish between friend and foe. Most wizard powers target all creatures in the area.

Also, the damage on Cryogenic blast seems a bit high.

Otherwise, it seems fine. I do like the idea of elemental specialist paragon paths.
 

shinobi_guyver

First Post
It seems odd that the powers distinguish between friend and foe. Most wizard powers target all creatures in the area.

Also, the damage on Cryogenic blast seems a bit high.

Otherwise, it seems fine. I do like the idea of elemental specialist paragon paths.

It's not really that odd. With the exception of the Spellstorm Mage's "Storm Cage" spell and the Wizard of the Spiral Tower's "The One Sword" spell, all of the Wizard's Paragon Path Attack powers target just the enemies.

Also, for Cryogenic Blast, you'll get 5-30 damage without modifiers. The Blood Mage's "Destructive Salutation" Attack Spell deals 6-36 damage without modifiers. It may seem rather high because most of the other attack powers deal a max of 24 damage before modifiers (the Wizard of the Spiral Tower's attack spells may deal 30 or more damage seeing as they are based off of weapon damage).

Something I really liked about doing this is that with very little tweaking, it can be made into a Fire Mage path or Thunder Mage path.
 


ff6shadow

First Post
I hadn't noticed that about the Paragon Path powers. That makes them odd comp[ared to the rest of the wizard though.

OKay, then. Seems fine.
 

Engilbrand

First Post
It's probably because you've mastered some aspect of your power that you can manipulate reality to your whims in certain ways. Or something.
I can't help but think that the ability to nova over 400 squares for 10+ automatic damage is a little overpowered. I could be wrong. In the very possible event of a battlefield of minions, it can literally lay waste to hundreds of enemies. Now, while I will admit that that would be cinematically nifty, I think that that's more appropriate to an Epic Destiny ability.

A square nova is going to effect an area that's 20x20 or so. That's 400 squares.
 


shinobi_guyver

First Post
It's probably because you've mastered some aspect of your power that you can manipulate reality to your whims in certain ways. Or something.
I can't help but think that the ability to nova over 400 squares for 10+ automatic damage is a little overpowered. I could be wrong. In the very possible event of a battlefield of minions, it can literally lay waste to hundreds of enemies. Now, while I will admit that that would be cinematically nifty, I think that that's more appropriate to an Epic Destiny ability.

A square nova is going to effect an area that's 20x20 or so. That's 400 squares.

Spellstorm Mage and Blood Magus have similar auto damage within 10 square effects. though.

Yeah, they do. For the Blood Mage, it is Burning Blood; for the Spellstorm Mage, it is Storm Fury.

When I wrote this, I looked for things from the pre-existing Wizard paths to use, and tweaked other powers to get the Class Powers.

Absolute Cold = Paragon-level Winter's Wrath (Wizard Attack 7)

The only things I created (as in "not re-worded") are the "Ice Affinity" class ability and "Unforgiving Cold" Utility Power. I felt that they would do well to help the class feel more focused towards its particular element.
 

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