Water · control

Freeze

Freeze restricts the movement of one visible target. On success, it can freeze an ordinary opponent in place, creating a brief opportunity to change the distance or the course of the encounter. However, the target can still act within reach. The spell is therefore not the same as completely immobilizing the mind, removing all actions, or automatically disabling the target.

The distinction between an ordinary and a main opponent is essential: the main target receives a penalty to its next movement check instead of being frozen in place. The limited duration and one use per target per combat rule out continuously renewing the same blockage. The party should have a specific plan to exploit the brief change in movement and account for the target's remaining ways to react.

Exact effect: On success, an ordinary target is frozen in place and cannot move; it can still act within reach. A main opponent instead takes −2 to its next movement check. Bonus: +2 to MATK. Target: 1 target within sight. Duration: 1 round. Restrictions: once per target per combat; the main-opponent rule applies. Using it requires at least Intelligence 9 and Level 3, 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 Freeze
Spell illustration • WaterFreeze
01

Spell parameters

Target, duration, restrictions, and exact effect.

School
Water
Type
control
Min. Intelligence
9
Min. Level
3
Bonus
+2 to MATK
Target
1 target within sight
Duration
1 round
Restrictions
once per target per combat; the main-opponent rule applies
Exact effect
On success, an ordinary target is frozen in place and cannot move; it can still act within reach. A main opponent instead takes −2 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.