Water · area offense

Ice Storm

Ice Storm is a powerful area attack against several targets standing close together. In addition to the damage resolved by the rules, it can make their next movement check more difficult. In a story, it is a striking intervention in a moment of combat, but its rules scope still covers at most three targets rather than the entire battlefield.

Its use is limited to once per adventure, so the actual need matters. One attack is compared separately with each target's defense, and the results may differ. The additional movement penalty is not a complete halt or permanent freezing. The party needs suitably positioned targets and a plan for following up on the resulting situation.

Exact effect: One MATK roll is compared separately with each target's MDEF. A hit target also takes −1 to its next movement check. Bonus: +4 to MATK. Target: at most 3 targets close together. Duration: instantaneous. Restrictions: once per adventure; the area-attack rule applies. Using it requires at least Intelligence 11 and Level 7, the appropriate casting ability, and knowledge of this spell. Meeting the numerical requirements alone does not grant knowledge of the spell.

Color fantasy illustration of Ice Storm
Spell illustration • WaterIce Storm
01

Spell parameters

Target, duration, restrictions, and exact effect.

School
Water
Type
area offense
Min. Intelligence
11
Min. Level
7
Bonus
+4 to MATK
Target
at most 3 targets close together
Duration
instantaneous
Restrictions
once per adventure; the area-attack rule applies
Exact effect
One MATK roll is compared separately with each target's MDEF. A hit target also takes −1 to its next movement check.
Meeting requirements is not enough

Min. INT and Min. Level only allow a spell to be learned. The character must actually acquire it through leveling, a teacher, a book, a scroll, a reward, a discovery, or the story.