Ice Arcana

Ice Arcana
All things freeze.
 * Novice: You learn the spells Frost Weapon and Winter's Grasp.
 * Journeyman: You learn the spell Cone of Cold. You also gain the focus Intelligence (Ice Arcana).
 * Master: You learn the spell Blizzard. You can also choose one spell stunt you can perform for -1 SP when casting Ice Arcana spells.

Frost Weapon
The readied melee weapon of all allies within 10 yards of you exude freezing cold, inflicting +2 penetrating damage with each successful attack. The freezing cold lasts for one minute; you can extend this duration when you cast the spell by spending an additional 3 MP per additional minute you would like it to last. This spell does not harm the weapons it affects and may be cast on flaming weapons. Only the additional damage is penetrating.
 * Requirements: Ice Arcana (Novice)
 * Spell Type: Enhancement
 * MP Cost: 6
 * Casting Time: Major Action
 * Target Number: 15
 * Test: None

Winter's Grasp
You envelop a visible target within 20 yards of you in a cloud of frost and ice that lasts a number of rounds equal to your Intelligence. The round you cast it, winter's grasp inflicts 1d6 penetrating damage. While the spell is in effect, the target must make a Constitution (Stamina) test vs. your Spellpower at the start of each of his turns. If successful, the spell ends. If the test is failed, the target takes 1d6 penetrating damage and suffers a cumulative -2 penalty to Speed. Those killed by winter's grasp are frozen solid.
 * Requirements: Ice Arcana (Novice)
 * Spell Type: Attack
 * MP Cost: 3
 * Casting Time: Major Action
 * Target Number: 12
 * Test: Constitution (Stamina) vs. Spellpower

Cone of Cold
You project a blast of freezing air from your outstretched hands that is 2 yards wide and 8 yards long. Anyone caught in the blast suffers 2d6 + Intelligence penetrating damage and a -10 penalty to Speed for a number of rounds equal to half your Intelligence. Subjects who make a successful Constitution (Stamina) test vs. your Spellpower only suffer 1d6 + Intelligence penetrating damage and a -5 penalty to their Speed for the same round.
 * Requirements: Ice Arcana (Journeyman)
 * Spell Type: Attack
 * MP Cost: 15
 * Casting Time: Major Action
 * Target Number: 17
 * Test: Constitution (Stamina) vs. Spellpower

Blizzard
This spell conjures forth a blizzard with a 5-yard radius, centered anywhere within 50 yards. Anyone in its howling winds takes 2d6 + Intelligence penetrating damage and must succeed at a Dexterity (Acrobatics) test vs. your Spellpower or slip and fall prone on the accumulating ice. Targets that start their turn in the blizzard take an additional 1d6 penetrating damage and must make an immediate test to avoid falling prone. All melee attacks made into or from the blizzard suffer a -2 penalty, all such ranged attacks suffer a -5 penalty. This spell normally lasts for one round but for 10 MP, paid at the start of your subsequent turns as a free action, you may extend the duration by an additional round.
 * Requirements: Ice Arcana (Master)
 * Spell Type: Attack
 * MP Cost: 20+
 * Casting Time: Major Action
 * Target Number: 17
 * Test: Dexterity (Acrobatics) vs. Spellpower