Winter's Grasp

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The Spell

Winter's Grasp Ob: 7 + Forte 1900 Actions

The sorcerer commanded the water in the air and, indeed, in the King's very body, to chill and freeze. Maybe now the King would know who he was dealing with! You read the Ob right - this is an exceptionally powerful spell in the Burning Wheel universe and only the most skilled in the use of arcana should attempt to cast it. Meeting the obstacle turns any creature of middling stature or less into an ice sculpture for an exchange. They are still conscious, but physically should be treated as a Glass Wall (pg. 250 of the Burning Wheel) with an Integrity equal to their Forte exponent. Massive creatures are also frozen solid, but for only half an exchange. Gigantic creatures are not frozen - they are simply too large. At the GM's discretion, such creatures may have additional obstacles applied for anything based in Speed and/or Agility for an exchange. The crystalization process is painful, however, and all creatures are subject to the damage effects of the spell (as Water).

Based on the Dragon Age: Origins spell of the same name.

Power VA Weapon Length Range Dice
Will +1 3 Longer 1D
Origin: Presence Area of Effect: Single Target
Element: Water/Anima Impetus: Transmute/Destroy
Duration: Exchanges Resource Points: 48

Distillation Record

Raw Facets

  • Element: Anima (Ob *, Actions 5)
  • Element: Water (Ob 2, Actions 3)
  • Impetus: Transmute (Ob 5, Actions 25)
  • Impetus: Destroy (Ob 2, Actions 2)
  • Origin: Presence (Ob 2, Actions 2)
  • Duration: Elapsed Time, Exchanges (Ob 2, Actions 6)
  • Area of Effect: Single Target (Ob 1, Actions 2)

First Distillation

  • Anima-Destroy (Ob 3.5, Actions 3.5)
  • Water (Ob 2, Actions 3)
  • Transmute (Ob 5, Actions 25)
  • Presence (Ob 2, Actions 2)
  • Single Target (Ob 1, Actions 2)
  • Elapsed Time (Ob 2, Actions 6)

Second Distillation

  • Anima-Destroy (Ob 3.5, Actions 3.5)
  • Elapsed Time-Presence (Ob 2, Actions 4)
  • Transmute (Ob 5, Actions 25)
  • Single Target (Ob 1, Actions 2)
  • Water (Ob 2, Actions 3)

Finalization

Ob 7 + Forte^, 19 Actions

Sigils

Cap: -1 Ob If successful, target is frozen. Extra successes do not apply. Ob 6 + Forte, 19 actions

Majoris: +1 Ob, X100 Actions Spell is basically a rule breaker. Ob 7 + Forte, 1900 Actions

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