MANA FROSTS 1. Chill Liquid R: T D: C 1 cu'/lvl of liquid can be cooled to -20oF/-28oC, at a rate of 1 cu'/rnd. 2. Chill Inorganic R: T D: 24 hr Cools 1 cu'/lvl of any solid inanimate inorganic material down to -20oF/-28oC. 3. Wall of Cold R: 100' D: 1 rnd/lvl Creates a 10'x10'x1 wall opaque wall of intense cold which inflicts an 'A' cold critical to all in it's area. This may be increased up to an 'E' critical by spending additional PP. 4. Chill Solid R: T D: 24 hr Cools 1 cu'/lvl of any solid inanimate material down to -20oF/-28oC. 5. Cold Armour R: T D: 1 min/lvl Protects target against all natural cold and ice; modifies EAR cold by -20. 6. Cold Ball 10'R R: 100' D: - A ball of cold shoots from the casters palm, exploding in an 10'R area. 7. Ice Bolt R: 100' D: - A bolt of ice is shot from the palm of the caster; results are determined on the Ice Bolt table. Alternatively this can create an 'Ice Blade'. 8. Wall of Ice R: 100' D: 1 day/lvl Creates a wall of ice 10'x10'x(2' at base, 1' at top); it has 100 hits. 9. Call Cold R: 100' D: 1 rnd/lvl Creates a cube of cold 10'x10'x10' that inflicts an 'A' cold critical, additional PP may be spend to increase the critical level. 10. Cold Ball 20'R R: 100' D: - A ball of cold shoots from the casters palm, exploding in an 20'R area. 11. Frost blade R: T D: 1 rnd/lvl Coats a weapon with cold energy; when used in combat the weapon inflicts an additional cold critical of one level less. In addition vs. fire based creatures the weapon gains +10 OB. 12. Greater Ice bolt R: 100' D: - Fires a bolt of cold energy from the casters palm; damage is resolved on the Lightning Bolt table, inflicting Cold, Impact and Cold criticals. Alternatively this can create a greater cold 'Blade' which is two handed. 14. Ice armour R: T D: 1 min/lvl Protects targets against all natural cold and ice; in addition it halves all cold damage and reduces cold critical strikes by one level. 15. Battle Frosts R: Varies D: - Fires either a 100' range 40'R, 200' range 30'R, 300' range 20'R or 400' range 10'R coldball. 16. Cone of cold R: 200' D: - Creates a 200' long 20' radius cone of cold from the casters palm that inflicts d10 hits per 5 levels of the caster and an A cold critical. 18. Cloak of cold R: Self D: 1 rnd/lvl Cloaks the caster in flames of cold, rendering them immune to all cold based attacks. In addition all within 10'R receive a 'B' cold critical and those striking or struck by the caster in melee receive an 'A' cold critical. 19. Ice Storm R: 100' D: 1 rnd/lvl Creates a 50'x50'x50' area of swirling cold mist. All inside receive an 'A' cold critical. In addition it is a 'Very Hard' maneuver to move (walk) through the cloud. 20. Far Frost R: 100'/lvl D: - Fires a bolt of cold energy from the casters palm that explodes in a 10'R cold ball up to 100'/lvl away. 25. Frost shield R: Self D: 1 min/lvl Cloaks the caster in flames of cold, which inflicts a +20 Cold Ball attack to all those in a 10'R. Anyone striking the caster in melee combat resolves damage normally then receives the effects of a +40 Cold Ball. If the caster strike anyone in melee they receive the effects of a +20 Cold Ball. 30. Frost blood R: 100' D: 1 rnd/10% failure Chills the targets blood to sub-zero temperatures, causing a 'E' cold critical each round. 50. Frost Lord R: Self D: 1 min/lvl Converts the caster into pure cold PEM for the duration of this spell; The caster is immune to all cold damage for the duration of this spell, resolves damage on the large critical table, inflicts a +40 cold ball attack to everyone within 10'R and may breath a cone of cold once per round.