Redefining Arcane Magic

Copyright Jonathan Dale © 2014

Edited by Terence Wynne for The Guild Companion

"What Arcane magic lacks is stability, constancy, and reliability. It is a crude harnessing of power that can achieve great effects yet not always with the desired precision or predictability."

The Realm of Arcane magic transcends the boundaries between Channeling, Essence, and Mentalism. It may be an ancient precursor magic from before the codification of the realms, or it may be a synthesis of the three into a single, unified power. It might even be both, an ancient power from before the creation of the realms, rediscovered and now enjoying a new magical renaissance. In any case, it can draw upon the strengths of each of the three realms, while bypassing many of their limitations.

What are these strengths and limitations?

Channeling makes healing easily accessible to all practitioners of the realm. It is potent with respect to the spirit and also with regardto the perversion of the living spirit known as the undead. It can summon entities in service to a greater power and oppose summoned entities belonging to other powers. It can also channel the specific gifts of particular divine entities or powers. Conversely, those who use Channeling magic are bound by service, loyalty, or devotion to the divine or other otherworldly powers.

Essence is potent in wielding elemental power and also physical forces. It reshapes the world in immediate, physical ways to the desires of the caster, who may fly or transport himself instantly. It can create images shaped out of real light, sound, and force, which are termed illusions. Its gross power, however, is poorly suited for the subtle reweaving of the complex forms of the living—in other words; it has little or no capacity for healing the injured. It is also the most hampered by physical restrictions on the caster, such as armor.

Mentalism excels at affecting the mind of the caster and of a single target. It can also repair or empower the body of the caster. It can bring mastery of a single specialty which becomes central to the caster's way of looking at the world. For example, the Lay Healer is more skilled at healing than many Channelers, but for other mentalism casters who have not trained to obsession in this area, healing others is extremely difficult. Mentalism is most limited when it comes to affecting multiple recipients (whether to aid or harm) and when affecting entities with no true mind.

So, then, the Arcane power combines these strengths. It can heal, it can channel, it can summon, it can banish. It can wield raw elements, transport the caster, and shape illusions. It can affect the mind and empower the body. It is free of the encumbrances of service to the divine, and can affect many targets of any kind at once.

Why, then, would anyone use Channeling, Essence, or Mentalism? Why was magic codified into realms at all? What Arcane magic lacks is stability, constancy, and reliability. It is a crude harnessing of power that can achieve great effects yet not always with the desired precision or predictability.

Yet, many of the existing Arcane spell lists do not express either this remarkable breadth or dangerous instability. Here I have begun creating new spell lists which have both these traits. I have attempted to express this uncertainty within the spells themselves rather than simply requiring an additional chance of spell failure. Many of the spells have unpredictable durations, intensity, or area of effect. I have also structured each spell list to have broader utility than magic of any individual realm, extending across the boundaries between realms, sometimes at the cost of some potency.

These lists were written with RMU particularly in mind, and additional notes regarding their use in RMU follow. They may also be used in other editions of Rolemaster, however. It is suggested that they be treated as Closed Arcane lists in that case, or even as replacement Base lists for Arcane professions. They may replace existing Arcane lists which merely reiterate lists from specific realms.

How to use these spell lists in RMU?

Costs for learning Arcane spell lists are given in Character Law: 6/8 for pure and hybrid spellcasters (except 5/7 for sorcerers), 20/24 for all other professions (except 16/20 for bards). Use the caster's normal realm stat for spellcasting rolls, reflecting the caster's preferred approach to the magic.

Optionally, the gamemaster may permit a character to take the Additional Realm talent for the realm of Arcane. In this case, treat these spells as Closed spell lists within their realm for the purpose of development costs. In addition, in this case the character's Realm stat bonus becomes the average of his Empathy, Presence, and Intuition bonuses.

Make resistance rolls against Arcane spells based not on the target's best RR modifier or worst RR modifier but the middle magic RR modifier. E.g. if the target has a +20 vs Essence, +10 vs Channeling, and +5 vs. Mentalism, he would receive +10 vs Arcane spells.

Arcane spells can be detected, cancelled, or dispelled by any spell which detects or dispels magic of any realm. If the detection, cancellation, or dispelling spell is specific to one realm, however, and the Arcane spell receives a resistance roll, the resistance roll is made at +30. For example, if the 8th level Open Channeling spell "Dispel Channeling" is used, the Arcane spell makes a resistance roll at +30 to resist being dispelled. If the 13th level Closed Essence spell "Cancel True" is used, a spell which affects all three realms, the Arcane spell would not receive a bonus on its RR.

Arcane magic is rare in most settings. If using the Spell Availability rules in Spell Law, it is recommended that the availability of Arcane lists is treated as Closed lists for two power levels lower. E.g. if the setting is Epic, treat it as merely Heroic for availability of Arcane lists (e.g. 2-4 lists for minor groups, 4-6 for average groups, 6-8 for major groups). If the setting is Heroic, treat it as Average for Arcane lists (e.g. 1 list for minor groups, 1-2 for average groups, 2-4 for major groups). If the setting is Superior or Average, Arcane magic is unknown to the guilds and may be discovered only by questing for ancient repositories of knowledge. The gamemaster is encouraged to adjust further depending on the role they wish Arcane magic to have within the setting.

The Arcane Spell Lists

Three lists are given here: Arcane Earth, Arcane Fire, and Arcane Ice. Additional lists will follow in future articles. These will include the remaining elements (Light, Water, and Wind), an Arcane approach to anatomy (encompassing healing but also other effects), and Arcane means of working with the power of other Realms (e.g. shaping the stored and latent divine power present in a temple, or the accumulated mental power present in a school or library).

Arcane Earth

Level Spell Area of Effect Duration Range Type
1 Bake Clay 1 cu'/lvl P 20' F
2 Loosen Earth 2d10' square P 100' F
3 Stoneworking caster 10 min/lvl self U
4 Earth Elemental Control I 1 elemental C 100' F
5 Earthen Pit 10'x10'x10' P 100' F
6 Earthwall 10'x10'x(1-3)' 1 min/lvl 100' E
7 Bind Grave varies 1d10 hours 100' F
8 Earthen Trench 10x1d10' long P 100' F
9 Stonewall 10'x10'x1' 1 min/lvl 100' E
10 Stone Pit 10'x10'x5' P 100' F
11 Earthwall True 10'x10'x(1-3)' P 100' E
12 Stone Trench 10x1d10' long P 100' F
13 Earth-Stone Transformation 100 cu' P 100' F
14 Open Grave 1 grave P 100' F
15 Stonewall True 10'x10'x1' P 100' E
16 Earth Elemental Control III 1 elemental C 100' F
17 Earthen Maze 20x1d10' long P 100' F
18 Unearth 2d100 cu' P 100' F
19 Curved Stonewall 10'x10'x1' P touch E
20 Earth Elemental Summons 1 elemental varies 50' E
25 Stone Maze 20x1d10' long P 100' F
30 Unstone 2d100 cu' P 100' F
35 Entombment 1 target 1d10 hours 100' F
40 Unmetal 1d10 cu' P 100' F
50 Quake varies 1d10 rounds 100'/lvl F
1. Bake Clay
Caster transforms up to one cubic foot per level of clay into baked pottery. Firing clay in this manner will always be successful. This can also cook glazes onto earthenware. Quality of product depends on Crafting: Pottery skill of whomever shapes the clay.
2. Loosen Earth
Loosens earth in a square area 2d10' on each side to the consistency of plowed ground.
3. Stoneworking
Caster receives a +30 bonus on any maneuvers involving the working of stone.
4. Earth Elemental Control I
By concentrating, the caster can control one Grade I Earth elemental. If this spell fails, the elemental will act normally unless it is a spell-caster, in which case it will become hostile (i.e., only a spell-casting elemental will recognize a control attempt as a hostile act). Once free of control, the elemental will be hostile to the caster if the elemental was placed in danger. A controlled elemental may be commanded to return to its origin; this will take the elemental two rounds. Thus, this spell doubles as a means of banishing elementals.
5. Earth Pit
Causes a 10x10x10' pit to open in earthen ground (not stone). Anyone standing in the affected area must make an Acrobatics or other appropriate skill check to avoid falling the 10'.
6. Earthwall
Creates a wall of earth up to 10'x10'x (3' at base, 1' at top) of packed earth; it can be dug through only (10 man-rounds at top).
7. Bind Grave
Prevents undead from escaping their stone or earth grave (e.g. buried, in a stone sarcophagus, etc.). Undead must already be entombed to be affected. Affects twice as many levels of undead as the caster's level.
8. Earthen Trench
Opens a trench 5' wide, 5' deep, which grows 10' per round up to 10x1d10' total length. The direction of growth is controlled by the caster if concentrating, otherwise determine randomly. Material from the trench forms an additional barrier either 1' high along each side of the trench or 2' high on one side chosen by the caster.
9. Stonewall
Creates a wall of stone up to 10'x10'x1'; it can be chipped through or toppled if not against a wall.
10. Stone Pit
As Earthen Pit, but only 5' deep and it works in natural or worked stone. If cast in a building with stone floors, it may form a hole through the floor into the room below (depending on the thickness of the floors) and may reduce the structural integrity of the building.
11. Earthwall True
As Earthwall, except duration is permanent.
12. Stone Trench
As Earthen Trench, but also works in natural or worked stone.If cast in a building with stone floors, it may form a hole through the floor into the room below (depending on the thickness of the floors) and reduce the structural integrity of the building.
13. Earth-Stone Transformation
Changes 100 cu' of stone to packed earth, packed earth to solid stone, or loose earth to gravel.
14. Open Grave
Opens a grave exposing one entombed body or undead. If the grave is in earth, a pit is dug and any coffin opened. A stone sarcophagus will be unsealed and the lid shattered. Magical seals or bindings receive a resistance roll.
15. Stonewall True
As Stonewall, except duration is permanent.
16. Earth Elemental Control III
As Earth Elemental Control I, except that a Grade I, II, or III Earth elemental can be controlled.
17.Earthen Maze
As Earthen Trench, but the caster (if concentrating) may also choose to create forks rather than continuing from the ends.
18. Unearth
Disintegrates 2d100 cubic feet of earth.
19. Curved Stonewall
As Stonewall True, except wall may be curved to a semicircle.
20. Earth Elemental Summons
Allows the caster to summon an Earth elemental. This elemental will appear over the course of two rounds. If uncontrolled after those two rounds are complete, it will act normally according to its nature. Uncontrolled elementals can return to their place of origin at any time, taking two rounds to do so. If the elemental is in a region that is particularly suitable for it (e.g., underground), it will not return for 1d10 days. If the region is not particularly suitable for it (e.g., a temperate forest), it will stay for 1d10 hours. If the region is unsuitable for the elemental (e.g., on an exposed and gusty bridge), it will stay for 1d10 minutes. This is normal behavior and if a method of communication exists, or if there is an obvious motive to act otherwise, behavior may vary. The Grade of elemental is determined randomly: 1-40 Grade I, 41-70 Grade II, 71-90 Grade III, 91-100 Grade IV.
25. Stone Maze
As Stone Trench, but the caster (if concentrating) may also choose to create forks rather than continuing from the ends.
30. Unstone
Disintegrates 2d100 cubic feet of stone.
35. Entombment
Target is swallowed up by earth or stone, and will begin to suffocate unless freed or able to free itself. Target is covered to a depth of 3' in earth (loosely packed) or 3" in stone (solid); RR is at +25 in stone. Undead targets also suffer the effects of Bind Grave.
40. Unmetal
Disintegrates 1d10 cubic feet of metal.
50. Quake
Caster can cause an earthquake; with the caster's location at the time of casting as the epicenter. The quake can be delayed up to 1 round/level. The severity of the quake on the Richter scale begins at 4.5 and increases each round by 0.5 until the 1d10 round duration is reached.

Note: For all spells with random durations or areas, the GM should determine the duration secretly and inform the caster when the spell ends (e.g. Bind Grave, Entombment) or the effect becomes obvious (e.g. Unearth).

Arcane Fires

Level Spell Area of Effect Duration Range Type
1 Warmth 1 target 1d10 hours 10' F
2 Warm Solid 1 cu'/lvl +1d10 24 hrs 10' F
3 Arcane Flame 1 object 2d10 rounds touch E
4 Fire Elemental Control I 1 elemental C 100' F
5 Flaming Blade 1 weapon 1 rnd/lvl touch U
6 Wall of Arcane Fire 3d10'x10'x6' 1 rnd/lvl 100' E
7 Heat Vision 1 target 10 min/lvl 10' F
8 Cauterization I 1 target P touch F
9 Fire Bolt I 1 target -- 100' Ed
10 Mass Ignition 5' R/lvl P 5'/lvl E
11 Cauterization III 1 target P touch F
12 Great Wall of Arcane Fire 6d10'x10'x6' 1 rnd/lvl 100' E
13 Fireball 3d10' R -- 100' E
14 Fire Bolt III 1 target -- 300' Ed
15 Cauterization True 1 target P touch F
16 Fire Elemental Control III 1 elemental C 100' F
17 Waiting Flame 3d10' R varies 10' E
18 Metal Fires 1 lbs/lvl 1 rnd/lvl 100' F
19 Triad of Flame 1-3 targets -- 100' Ed
20 Fire Elemental Summons 1 elemental varies 50' E
25 Fire Bolt V 1 target -- 500' Ed
30 Immense Wall of Arcane Fire 2d100'x10'x6' 1 rnd/lvl 100' E
35 Greater Fireball 5d10' R -- 100' E
40 Fire of Destruction varies varies 50' F
50 Arcane Fire Mastery varies 1 rnd/lvl varies U
1. Warmth
Target is totally protected from all natural cold to -20 F; +10 to all RRs or DBs vs. elemental cold/ice attacks. Targets suffer -10 RR and DB vs. heat/fire attacks, however, and any fatigue penalties for high temperatures are doubled.
2. Warm Solid
Any solid, inanimate, non-metal material (up to 1 cubic foot per level plus 1d10 additional cubic feet) can be warmed to 100F (38C) at a rate of 1 cubic foot per round. The caster must concentrate to control what object is heated, otherwise each round randomly select an object within 10' of the last affected object.
3. Arcane Flame
Creates a flame that burns with no fuel for 2d10 rounds. It may be attached to a physical object (e.g. on the tip of a torch), in which case it may ignite other materials (treat as the flame of a torch). If the object is used as a weapon, it inflicts an additional Heat critical of three levels less severity. The flame also may be thrown, in which case treat it as a Fire Bolt but of size Small.
4. Fire Elemental Control I
By concentrating, the caster can control one Grade I Fire elemental. If this spell fails, the elemental will act normally unless it is a spell-caster, in which case it will become hostile (i.e., only a spell-casting elemental will recognize a control attempt as a hostile act). Once free of control, the elemental will be hostile to the caster if the elemental was placed in danger. A controlled elemental may be commanded to return to its origin; this will take the elemental two rounds. Thus, this spell doubles as a means of banishing elementals.
5. Flaming Blade
Target weapon bursts into magical flame. Neither weapon nor wielder is harmed, but any time the weapon delivers a critical an additional Heat critical one level of severity less is also inflicted. If not wielded by the caster, there is a 20% chance it will go out each time a critical is inflicted.
6. Wall ofArcane Fire
Creates an opaque wall of fire. Anyone passing through it takes an A Heat critical (no RR). The wall is 10' high, 6' thick, and 3d10 feet in length. The caster must decide where it should be placed before the length is determined. (The GM may choose to have the caster designate the position of each 5' segment, one at a time but contiguous with previous segments, stopping the caster when the full length has been reached.) The wall is not required to be straight.
7. Heatvision
Target can see varying degrees of heat on the surfaces of objects, to a distance of 100'. This spell does not allow the caster to see "through" things but may give a bonus to see warm bodies which are camouflaged. While this vision is sufficient for moving around, it is not sufficient for reading or mapping.
8. Cauterization I
Caster may reduce a bleeding injury by 1 hit/round. Cauterization may be used no more than once per bleeding injury. Target also takes 1d10 burn damage.
9. Fire Bolt I
A bolt of fire is shot from the palm of the caster; results are determined on the Fire Bolt Table. A fire source must be within 20' of the caster.
10. Mass Ignition
All objects within the radius that are designed to contain fire, which are not fully enclosed in another object, are instantly ignited. This includes torches, candles, fireplaces (if they contain suitable fuel), etc. Items that are packed, however (e.g. a candle in a pouch or backpack) will not ignite.
11. Cauterization III
As Cauterization I, except that bleeding may be reduced by 3 hits/round, and the target takes 3d10 burn damage.
12. Great Wall ofArcane Fire
As Wall of Arcane Fire, but the length is 6d10' and it does a B Heat critical.
13. Fireball
A 1' diameter ball of fire is shot from the palm of the caster. Upon reaching the selected target/location, it expands to affect a 3d10'R area. Resolve attack on the Fire Ball Table. Caster must designate center point before the radius is determined.
14. Fire Bolt III
As Fire Bolt I, except range is 300'.
15. Cauterization True
As Cauterization I, except that any one bleeding injury can be stopped, and the target takes an A Heat critical, using the next lower result that reflects the location of the injury.
16. Fire Elemental Control III
As Fire Elemental Control I, except that a Grade I, II, or III Fire elemental can be controlled.
17. Waiting Flame
Creates an area of flame which takes 1 round to form. Anyone passing through or caught in the flame takes an A Heat critical. The effect can be delayed for up to 24 hours. The effect can be triggered by one of the following (decided by the caster at time of casting): Time period, certain movements, certain sounds, touch, violent actions in the area, or any other trigger so long as the caster would be able to sense it if the caster remained at the area of effect. The radius, 3d10', is not determined until the flame is triggered.
18. Metal Fires
Causes a metal object to burst into flames, the object can be up to 1 lb/level in mass. If the object is on a being, it gets an RR, and if it fails, the being takes an automatic Heat critical of a severity to be determined by its location on the being's body. If the object is touching exposed flesh, the being takes a C Heat critical; if the object is touching through cloth, the being takes a B Heat critical; any being within a 1'R takes an A Heat critical.
19. Triad of Flame
Three bolts of fire are shot from the palm of the caster. They can strike up to three different targets as long as they are all within 60 of each other and are within the caster's field of vision. Caster may apply his Directed Spell skill by dividing it as he chooses among the three bolts (e.g., a +120 OB could be split evenly into three +60 bolts or one +120 bolt and two +0 bolts or one +90, one +60, and one +30 bolt).
20. Fire Elemental Summons
Allows the caster to summon a Fire elemental. This elemental will appear over the course of two rounds. If uncontrolled after those two rounds are complete, it will act normally according to its nature. Uncontrolled elementals can return to their place of origin at any time, taking two rounds to do so. If the elemental is in a region that is particularly suitable for it (e.g., a volcano or desert), it will not return for 1d10 days. If the region is not particularly suitable for it (e.g., a temperate forest), it will stay for 1d10 hours. If the region is unsuitable for the elemental (e.g., a glacier), it will stay for 1d10 minutes. This is normal behavior and if a method of communication exists, or if there is an obvious motive to act otherwise, behavior may vary. The Grade of elemental is determined randomly: 1-40 Grade I, 41-70 Grade II, 71-90 Grade III, 91-100 Grade IV.
25. Fire Bolt V
As Fire Bolt I, except range is 500'.
30. Immense Wall ofArcane Fire
As Wall of Arcane Fire, but the length is 2d100' and it does a B Heat critical.
35. Greater Fireball
As Fireball, except radius is 5d10'.
40. Fire of Destruction
Caster designates an inanimate target object (or section of a larger object) no larger than 10'x10'x10'. Object does not need to be made of a flammable material. It burns (anyone within 1' of the object suffers an A Heat critical) and after 1d10 rounds is reduced to ash and cinder. After the object is destroyed, randomly select four more objects within 10'. Each has a 10% chance of being affected as if they were the original target of the spell (including the chance of destroying other nearby objects).
50. Arcane Fire Mastery
Caster can use any one lower level spell (on this list) each round.

Note: For all spells with random durations or areas, the GM should determine the duration secretly and inform the caster when the spell ends (e.g. Warmth, Arcane Flame) or the effect becomes obvious (e.g. Fire Ball).

Arcane Ice

Level Spell Area of Effect Duration Range Type
1 Chill 1 target 1d10 hours 10' F
2 Freeze Liquid varies 10+1d10 rnds 10' F
3 Cool Solid 1 cu'/lvl +1d10 24 hrs 10' F
4 Snow Shoes caster 1min/lvl+1d10 self U
5 Ice Elemental Control I 1 elemental C 100' F
6 Shape Ice I varies 2d10 rnds 10' E
7 Shatter Stone 10'x10' area P 10' E
8 Blizzard 2d10'R 1 rnd/lvl 100' E
9 Ice Wall varies P 100' E
10 Ice Bolt I 1 target -- 100' Ed
11 Cold Ball III 3d10' R -- 100' Eb
12 Stasis 1 target 5d10 hours touch U
13 Freezing Hand 1 target -- 100' Ed
14 Frosty Blade 1 weapon 1 rnd/lvl touch U
15 Shape Ice X varies 3d10 rnds 10' E
16 Ice Elemental Control III 1 elemental C 100' F
17 Cold Metal 1 cu'/lvl 1 min/lvl 10' F
18 Ice Bolt III 1 target -- 300' Ed
19 Ice Thicket varies P 100' E
20 Ice Elemental Summons 1 elemental varies 50' E
25 Rain/Snow 200-2000 yard R varies self E
30 Ice Bolt X 1 target -- 1000' Ed
35 Cold Ball V 8d10' R -- 300' Eb
40 Stasis True 1 target P touch U
50 Ice Thicket True
1. Chill
Target is totally protected from all natural heat to 150 F; +10 to all RRs or DBs vs. elemental heat/fire attacks. Targets suffer -10 RR and DB vs. cold/ice attacks, however.
2. Freeze Liquid
A 1 cubic foot section of any inanimate body of liquid is frozen solid, 32F[0C] for fresh water or as low as -20F[-29C] for other liquids. Each round, the frozen area increases by 1 cubic foot. If the caster concentrates, he can control the direction of increase, otherwise it will be random. At the end of the duration, the ice will begin to thaw normally.
3. Cool Solid
A 1 cubic foot section of any solid, inanimate, non-metal material can be cooled down to -20F[-29C]. The caster must concentrate to control what object is heated, otherwise each round randomly select an object within 10' of the last affected object until the full area of effect has been used. Cooled materials will remain cold for 24 hours and then return naturally to ambient temperature.
4. Snow Shoes
Caster may walk on snow and ice as if it was dry, packed earth, even if it would not normally support his weight. Vertical surfaces will still require climbing maneuvers, as if climbing an earthen wall. Anyone using tracking skill to track the caster gains no bonus for snow.
5. Ice Elemental Control I
By concentrating, the caster can control one Grade I Ice elemental. If this spell fails, the elemental will act normally unless it is a spell-caster, in which case it will become hostile (i.e., only a spell-casting elemental will recognize a control attempt as a hostile act). Once free of control, the elemental will be hostile to the caster if the elemental was placed in danger. A controlled elemental may be commanded to return to its origin; this will take the elemental two rounds. Thus, this spell doubles as a means of banishing elementals.
6. Shape Ice I
Each round, caster may concentrate to shape up to 10 cu' of snow or 1 cu' of ice, including moving it up to 10'. Unstable structures will collapse when the spell ends.
7. Shatter Stone
Target must be a solid, inanimate object which already contains natural or artificial cracks or seams. A 10'x10' area is cooled to -200F (-129C) and after 1d10 rounds shatters opening a space a maximum of 1d10'x1d10'x1d10' (but no larger than the original object). Anyone within 5' of the opening takes an A Impact critical (no RR).
8. Blizzard
Creates an area of intense cold (2d10'R and 10' high) in which vision is impossible due to swirling snow and anyone passing through takes an A Cold critical (no RR). Caster must designate center point before determining radius.
9. Ice Wall
Creates a wall of ice 10' high, 1' thick at the top and 2' thick at the base. The wall is initially 5' in length and each round will grow 5' longer from either end until the maximum length is reached. The maximum length is 5' plus 1d10' for each full 4 levels of the caster. The caster may control the direction of growth by concentrating, otherwise determine randomly. Anyone in a space which the wall grows into takes an A Cold critical (no RR).
10. Ice Bolt
A bolt of ice is shot from the palm of the caster. Results are resolved on the Ice Bolt Table.
11. Cold Ball
A 1' ball of cold is shot from the palm of the caster. Upon reached the selected target/location, it expands to affect a 3d10'R area. Resolve attacks on the Cold Ball Table. Casters must designate target location before determining radius.
12. Stasis
A single non-resisting target is imbedded in immobilizing ice, unable to move but immune to all physical (including elemental) attacks. Target's body is safely frozen and all progressive injury (e.g. bleeding, death in X rounds) is suspended, and target takes no damage from this spell. The spell can be ended early by inflicting 200 concussion hits of damage against the icy shell (treat as AT 6, 0 DB); any excess damage is inflicted on the target. If carried, the icy shell adds 50 lbs weight.
13. Freezing Hand
As Ice Bolt, but inflicts an additional Grapple critical of equal severity.
14. Frosty Blade
Target weapon glitters with frost. Neither weapon nor wielder is harmed, but any time the weapon delivers a critical an additional Cold critical one level of severity less is also inflicted. If not wielded by the caster, there is a 20% chance the spell will end each time a critical is inflicted.
15. Shape Ice X
As Shape Ice I, except 100 cu' of snow or 10 cu' of ice per round, and the duration is 3d10 rounds.
16. Ice Elemental Control III
As Ice Elemental Control I, except that a Grade I, II, or III Ice elemental can be controlled.
17. Cold Metal
Chills metal to the point that it becomes extremely brittle (1 object only), giving it a -50 penalty to its strength and the object will be subject to a breakage check if it strikes another object or is struck. Anyone in direct skin-to-metal contact with the chilled metal will take a B Cold Critical each round contact is maintained.
18. Ice Bolt III
As Ice Bolt I, except range is 300'.
19. Ice Thicket
As Ice Wall, except the wall grows 5' from each end each round for 1d10 rounds, and does both Cold and Grapple criticals. The caster (if concentrating) may also choose to fork one end (growing in two directions from the same end) instead of growing from the other end.
20. Ice Elemental Summons
Allows the caster to summon an Ice elemental. This elemental will appear over the course of two rounds. If uncontrolled after those two rounds are complete, it will act normally according to its nature. Uncontrolled elementals can return to their place of origin at any time, taking two rounds to do so. If the elemental is in a region that is particularly suitable for it (e.g., a glacier or blizzard), it will not return for 1d10 days. If the region is not particularly suitable for it (e.g., a temperate forest), it will stay for 1d10 hours. If the region is unsuitable for the elemental (e.g., a volcano), it will stay for 1d10 minutes. This is normal behavior and if a method of communication exists, or if there is an obvious motive to act otherwise, behavior may vary. The Grade of elemental is determined randomly: 1-40 Grade I, 41-70 Grade II, 71-90 Grade III, 91-100 Grade IV.
25. Rain/Snow
For as long as it continues to rain, this spell changes all rain within 200-2000 yards (2d10 x 100 yards) of the caster to snow; radius decreases 500' for every 10F (5.5C) the ambient air temperature is above freezing (32F) (0C).
30. Ice Bolt X
As Ice Bolt I, except range is 1000'.
35. Cold Ball V
As Cold Ball II, except radius is 8d10' and the range is 300'.
40. Stasis True
As Stasis, except the spell will last indefinitely, and can only be broken by inflicting 300 points of damage on the icy shell.
50. Ice Thicket True
As Ice Thicket, except the wall forks at each end immediately and grows 5' from all four ends each round, will continue to grow for 3d10 rounds, and inflicts C Cold criticals and B Grapple criticals.

NOTE: For all spells with random durations or areas, the GM should determine the duration secretly and inform the caster when the spell ends (e.g. Ice Wall, Snow Shoes) or the effect becomes obvious (e.g. Cold Ball).