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Ice Burst from Tome and Blood
Sor/Wiz 3
When a mage casts Ice Blast, thermal energy and moisture from the surrounding area pours towards the caster, freezing everything within 30 feet solid. Flesh will dry to dust, vapors such as air will solidify into a rock-hard mass, metals and stone will become brittle and easily shatterable. The resulting displacement of air will cause an immense inverted shockwave, sucking everything within hundreds of feet towards the caster.
When temperatures in the surrounding area are only microdegrees above absolute zero, and light it's self has slowed almost to a halt, seeming to congeal in pools as it passes through clear, solid air, the thermal energy will be discharged in an immense kinetic blast. Fragments of ice will rip through and incinerate everything near the caster, causing slight damage to trees and homes even miles away. Anything in the vicinity will be riddles with tiny holes if it is lucky enough to survive the concussive force of the outbound ice crystals.
The conversion of heat creates immense amounts of light that can be seen miles off. If this spell were to be cast in the great plains, and you were to stand ten miles away from the mage, you would be blinded by its brilliance seconds before the shockwave rips through you, defeaning you and driving the last of the frozen fragments through your shocked body. The noise created by the consecutive implosion and then explosion is frightening, a thundering sound that will wash through and dissipate any solid objects that were lucky enough to escape the deadly darts of ice.
When used in a close environment like a dungeion, the caverns will be expanded widely, and a cieling collapse is imminent. The sections of the roof that aren't vaporized by the tremendous blast will smash down home, only serving to further the destruction of this powerful spell.
Game Terms: Ice Blast deals 1d4+1 points of damage per caster level to all within a 30 foot radius. Victims are allowed a Reflex save for half damage.
Ice Burst from Tome and Blood
Sor/Wiz 3
When a mage casts Ice Blast, thermal energy and moisture from the surrounding area pours towards the caster, freezing everything within 30 feet solid. Flesh will dry to dust, vapors such as air will solidify into a rock-hard mass, metals and stone will become brittle and easily shatterable. The resulting displacement of air will cause an immense inverted shockwave, sucking everything within hundreds of feet towards the caster.
When temperatures in the surrounding area are only microdegrees above absolute zero, and light it's self has slowed almost to a halt, seeming to congeal in pools as it passes through clear, solid air, the thermal energy will be discharged in an immense kinetic blast. Fragments of ice will rip through and incinerate everything near the caster, causing slight damage to trees and homes even miles away. Anything in the vicinity will be riddles with tiny holes if it is lucky enough to survive the concussive force of the outbound ice crystals.
The conversion of heat creates immense amounts of light that can be seen miles off. If this spell were to be cast in the great plains, and you were to stand ten miles away from the mage, you would be blinded by its brilliance seconds before the shockwave rips through you, defeaning you and driving the last of the frozen fragments through your shocked body. The noise created by the consecutive implosion and then explosion is frightening, a thundering sound that will wash through and dissipate any solid objects that were lucky enough to escape the deadly darts of ice.
When used in a close environment like a dungeion, the caverns will be expanded widely, and a cieling collapse is imminent. The sections of the roof that aren't vaporized by the tremendous blast will smash down home, only serving to further the destruction of this powerful spell.
Game Terms: Ice Blast deals 1d4+1 points of damage per caster level to all within a 30 foot radius. Victims are allowed a Reflex save for half damage.