Chill Out, Dumbasses: The Real Deal on Cold Magic

Alright, listen up. You wanna know about cold magic, huh? First off, it’s not all about making snowmen and throwing ice balls. It’s serious business, and it’s powerful – way more powerful than most of you dabblers realize. Cold magic is all about the raw, biting chill of nature. It’s not just some parlor trick; it taps into the primal forces of winter and frost.

So, you’re thinking, “Big deal, it makes things cold.” Pfft. It’s not that simple, dumbass. Cold magic can preserve, sure. You wanna keep your beer cold? Easy. But that’s kid stuff. The real mastery comes in when you use it to halt time on things, slowing decay, freezing your enemies in their tracks. It’s not just about temperature; it’s about control – control over the environment, over your foes, over the very elements.

But here’s the kicker: it ain’t all about freezing stuff. There’s a subtlety to it, a finesse. You’ve got to understand the balance of the ecosystem. You mess up, and you’re not just freezing a pond; you could be messing up weather patterns, harming wildlife. It’s a powerful tool, but with great power comes… well, you know the drill.

Now, let’s talk risks. You think you can just waltz in and start flinging ice spells without consequences? Think again. Overdo it, and you’re looking at some serious backlash. Nature’s got a way of balancing things out, and she doesn’t take kindly to idiots messing with the thermostat. So, if you’re gonna walk this path, you better do it with respect and brains.

Finally, here’s a little something from my own grimoire: Frostbind. Cast this, and you can freeze your enemies right where they stand. But it’s not just about immobilization; it draws heat from the target, sapping their strength. Handy, right?

Frostbind (5e)

  • Level: 3rd
  • School: Evocation
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a small crystal vial of water)
  • Duration: Concentration, up to 1 minute
  • Effect: Target must succeed on a Constitution saving throw or become restrained and take 2d6 cold damage at the start of each of its turns.

Frostbind (SWADE)

  • Power Points: 3
  • Range: 12/24/48
  • Duration: 3 (1/round)
  • Effect: Target makes a Vigor roll at –2 or becomes Bound and Shaken; takes a level of Fatigue from cold each round it remains Bound.