Courses / AR / Rime

Rime

Prerequisites:
Level:
4
Study DC:
12
Code:
AR 455

Rime Spell

Debuff
Debuffs make their targets worse at something.
Curse
Curses are a type of spell which enchants the target with a debuff.
Time:
Action
Range:
300 ft.
Target:
1 target
Cost:
Defense:
Health save reduces

This freezing curse flash freezes the blood within the target’s veins with a marrow deep chill that crystallizes moisture in the surrounding air, encasing the target in a layer of rime.

This curse deals 1d8 cold damage to the target.
Intensify: +1d8 cold damage per boost from Intensify.
Then the target gets a health save.
If the target is wet or weak to cold damage, it gets disadvantage on this save.
If the target resists cold damage, it gets advantage on this save.
If the target is immune to or absorbs cold damage, it automatically passes this save.

Fail:
The target is frozen until the end of its next turn.
If a defeated creature frozen by this spell takes physical damage, it shatters.

Frozen:
You are immobilized and disabled.
You are off guard (rolls to hit you have advantage).
You automatically fail health (reflex) saves.
You resist fire damage, and cannot be set on fire.
After you take fire damage once, you stop being frozen and are soaked and chilled.

Pass:
The target is chilled.

Chilled:
Your Speed is reduced by 5 ft.
You resist fire damage, and cannot be set on fire.
You have disadvantage on saves against abilities which deal cold damage.
Ends after you take fire damage once or are thawed.

Suggested Backfire: You cast Rime on yourself instead of your intended target.

Tags: Spell, Action, Spellburn, Cold, Damage, Curse, Health, Save, Freeze, Immobilize, Disable, Debuff

Upgrades
Name Effort Requires Description
Unlock 10 You can cast Rime
1d8 cold damage
DC 7 health save
Freezes target
DC +2 5 Unlock DC 9
DC +4 5 DC +2 DC 11
DC +6 5 DC +4 DC 13
DC +8 5 DC +6 DC 15
DC +9 5 DC +8 DC 16
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