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Opening the archive
Aspect Codex
Cryokinesis is an imported aspect from the Jericha Aspect Data sheet. Its full lore and named powers can be expanded here as the canon text is added.
On this page
Cryokinesis has 42 powers ready for character sheets, including 42 with VTT hooks.
Power list
42 linked powers can be browsed from this aspect.
Sheet use
42 powers can sit on character sheets.
VTT hooks
42 powers have enough hooks for future VTT actions.
Gaps
No mechanics gaps were found in this aspect.
Power Readiness
Cryokinesis has 42 powers ready for character sheets, including 42 with VTT hooks.
Cryokinesis defines a character's supernatural focus, training profile, resource model, and power family. This page is structured so each separate power can become its own linked entry instead of being buried inside a character sheet.
One creature you can see within range must make a CON save, taking 4 (1d6) cold damage on a failed save. On a failed save, it has disadvantage on the next weapon attack roll it makes before the end of its next turn.
Make a ranged power attack against one creature within range. On a hit, the target takes 4 (1d8) cold damage, and its speed is reduced by 10 ft. until the start of your next turn.
Make a ranged power attack against one creature within range. On a hit, the target takes 9 (2d8) piercing damage plus cold damage equal to your CHA modifier.
Gain 5 temporary hit points. While you have these temporary hit points, a creature that hits you with a melee attack takes 5 cold damage.
Freeze a 10-ft. square centered on a point within range. The area is difficult terrain. A creature that enters the area for the first time on a turn or starts its turn there must make a DEX save or fall prone.
When a creature you can see within range moves, reduce its speed by 10 ft. until the end of the current turn. If this reduces its speed to 0, it falls prone.
Choose one creature you can see within range. The target must make a CON save, taking 10 (3d6) cold damage on a failed save, or half as much on a success. On a failed save, its speed is reduced to 0 until the end of its next turn.
A burst of compacted frost erupts in a 10-ft. radius centered on a point within range. Creatures in the area must make a DEX save, taking 14 (4d6) cold damage on a failed save, or half as much on a success.
Until the end of your turn, you ignore difficult terrain created by ice, snow, water, or your Cryokinesis powers, and you may move across liquid surfaces without falling during the movement.
When a creature you can see within range takes cold, fire, or weapon damage, reduce the damage by 2d8 + your CHA modifier. If the triggering damage was fire, the reduction is halved.
Sleet falls in a 40-ft. tall, 20-ft. radius cylinder centered on a point within range. The area is heavily obscured and difficult terrain. When a creature enters the area for the first time on a turn or starts its turn there, it must make a DEX save or fall prone and lose concentration.
When you or an ally you can see within range is hit by an attack, add your CHA modifier to the target’s AC against the triggering attack. If the attack misses, the target gains temporary hit points equal to your CHA modifier.
Choose one creature or unattended object you can see within range. The target must make a CON save, taking 23 (5d8) cold damage on a failed save, or half as much on a success. If the target is restrained by ice or has speed 0, it takes additional cold damage equal to your CHA modifier.
Create a 5-ft. wide, 60-ft. long bridge, ramp, or sheet of solid ice anchored to surfaces within range. The ice can support Large or smaller creatures. It has AC 12 and 20 hit points per 10-ft. section, vulnerability to fire damage, and immunity to cold, poison, and psychic damage.
Hail falls in a 20-ft. radius, 40-ft. high cylinder centered on a point within range. Creatures in the cylinder must make a DEX save, taking 11 (2d10) bludgeoning damage plus 14 (4d6) cold damage on a failed save, or half as much on a success. The ground becomes difficult terrain until the end of your next turn.
Gain resistance to cold damage and ignore difficult terrain created by ice or snow. A creature that starts its turn within 5 ft. of you has its speed reduced by 10 ft. until the start of its next turn.
Choose one creature you can see within range. The target must make a CON save or become restrained by ice until the start of your next turn. A restrained target can use its action to make a STR check against your power save DC, ending the effect on a success.
When a creature you can see within range hits you or an ally with an attack, the attacker must make a CON save, taking 27 (6d8) cold damage on a failed save, or half as much on a success. On a failed save, its speed is reduced by 20 ft. until the end of its next turn.
Creatures in the cone must make a CON save, taking 36 (8d8) cold damage on a failed save, or half as much on a success. A creature reduced to 0 hit points by this power becomes frozen until it thaws.
Choose one Large or smaller creature you can see within range. The target must make a CON save or become restrained inside ice. While restrained this way, the target has total cover but is incapacitated. The target repeats the save at the end of each of its turns, ending the effect on a success.
Snow and razor ice swirl around you. The emanation is lightly obscured for allies and heavily obscured for hostile creatures. Hostile creatures that start their turn in the emanation must make a CON save, taking 18 (4d8) cold damage on a failed save, or half as much on a success.
Until the start of your next turn, your Cryokinesis powers ignore resistance to cold damage, and when you deal cold damage to a creature, reduce its speed by 20 ft. until the end of its next turn.
Gain immunity to cold damage and resistance to fire damage. The ground within 10 ft. of you is difficult terrain for hostile creatures. As an action while this effect lasts, create a 15-ft. cone of freezing wind; creatures in the cone make a CON save, taking 14 (4d6) cold damage on a failed save, or half as much on a success.
A frigid globe explodes in a 60-ft. radius sphere centered on a point within range. Creatures in the area must make a CON save, taking 35 (10d6) cold damage on a failed save, or half as much on a success. Exposed water in the area freezes for 1 minute.
Create a wall of ice on a solid surface within range. It can be a hemisphere or globe up to 10 ft. radius, or up to ten contiguous 10-ft. panels. If it appears through a creature’s space, the creature must make a DEX save, taking 35 (10d6) cold damage on a failed save, or half as much on a success, and is pushed to one side.
Encase yourself in restorative ice. Regain 27 (6d8 + your CHA modifier) hit points and end one poisoned or burning effect on yourself.
Create a 40-ft. radius blizzard centered on a point within range. The area is heavily obscured for hostile creatures and difficult terrain. Hostile creatures that start their turn in the area must make a CON save or take 22 (5d8) cold damage and be unable to take reactions until the start of their next turn.
Create a fortified ice structure occupying up to four contiguous 10-ft. cubes on surfaces within range. The structure provides cover, blocks movement, and has AC 15 and 40 hit points per cube, vulnerability to fire damage, and immunity to cold, poison, and psychic damage.
Your speed increases by 20 ft., you gain a climbing speed equal to your walking speed, and you may move across vertical ice or snow surfaces without falling. Once per turn, when you hit a creature with a Cryokinesis attack, you may move 10 ft. without provoking opportunity attacks.
Choose one creature you can see within range. It must make a CON save, taking 49 (9d10) cold damage on a failed save, or half as much on a success. On a failed save, it is restrained by ice until the end of its next turn.
Jagged ice erupts in a 40-ft. radius centered on a point within range. Creatures of your choice in the area must make a DEX save, taking 55 (10d10) cold damage on a failed save, or half as much on a success. The area becomes difficult terrain until cleared.
Create walls, ramps, pillars, and barriers of ice occupying up to twelve 10-ft. cubes within range. Each section has AC 15, 50 hit points, vulnerability to fire damage, and immunity to cold, poison, and psychic damage. The structure melts when the duration ends.
Choose up to six creatures you can see within range. Each target must make a CON save or become restrained by ice until the start of your next turn. A restrained target takes 14 (4d6) cold damage at the start of its turn.
Gain immunity to cold damage, resistance to bludgeoning, piercing, and slashing damage, and a flying speed of 30 ft. When a creature starts its turn within 10 ft. of you, it takes cold damage equal to your CHA modifier.
A killing winter surrounds you. Hostile creatures treat the emanation as difficult terrain. When a hostile creature starts its turn in the emanation, it must make a CON save, taking 33 (6d10) cold damage on a failed save, or half as much on a success. On a failed save, its speed becomes 0 until the start of its next turn.
Choose one creature you can see within range. The target must make a CON save, taking 66 (12d10) cold damage on a failed save, or half as much on a success. On a failed save, it loses resistance to cold damage and cannot regain hit points until the end of its next turn.
Choose one willing creature or one incapacitated creature within range. The target is encased in stasis ice, becomes incapacitated, has immunity to all damage, does not age, and is suspended in its current condition. An unwilling target repeats the CON save at the end of each of its turns, ending the effect on a success.
Transform terrain in a 120-ft. radius centered on a point within range into ice and deep snow. The area is difficult terrain for hostile creatures. You may create up to eight 10-ft. walls or pillars of ice in the area, and hostile creatures that start their turn adjacent to one take cold damage equal to your CHA modifier.
For the duration, you are immune to cold damage, your Cryokinesis powers ignore cold resistance, and once per turn when you deal cold damage to a creature, you may also reduce its speed to 0 until the end of its next turn.
Choose one creature you can see within range. The target must make a CON save or become paralyzed and immune to forced movement for the duration. It repeats the save at the end of each of its turns. On each failed save after the first, it takes 33 (6d10) cold damage.
When you or a creature you can see within range would take damage or fail a saving throw, encase the target in perfect ice. The triggering damage is reduced to 0 or the failed save becomes a success. The target then gains immunity to cold damage and resistance to all damage until the start of its next turn.
A catastrophic glacier erupts in a 60-ft. radius centered on a point within range. Creatures of your choice in the area must make a CON save, taking 88 (16d10) cold damage on a failed save, or half as much on a success. On a failed save, a creature is restrained by ice until the end of its next turn.