Cryokinesis

“What killed the dinosaurs? The Ice Age!”

Range: 30 feet
Hand Requirement: Versatile

SubpowerDamageDescription
Icy Touch (affinity)You gain a psionic ability to create and reshape ice. You can turn water into ice with a touch, and can freely and quickly turn water under your feet to ice. You can also shape ice as if you were physically shaping malleable clay; this typically is a channeled action and does not need a check, though the SM may require a check and/or a lesser slot, at their discretion. As a rule of thumb, creating something intricately detailed or in need of finesse might require a check with consequences like breakage on failure. Something that needs power, like fortifying ice to endure in hot weather, creating and reshaping massive amounts of ice in a short time without an easy water supply, trying to freeze an entire lake at once, or freezing liquids with lower freezing points than water might require a lesser slot.
Frostbite (at-will)Pd4+PCMMajor action: Make a melee attack (range: 5 feet) against a target’s Fortitude resistance. If you break resistance, the target is Crippled (10) for 1 round. Major action: Make a melee attack (range: 5 feet) against Fortitude resistance, targeting up to three creatures within range.
Frostbite (at-will)Pd8+PCMMajor action: Make a melee attack (range: 5 feet) against a target’s Fortitude resistance.
Frostbite (lesser)Pd6+PCMMajor action: Make a melee attack (range: 15 feet) against Fortitude resistance, targeting all creatures within range. For each target, if you break resistance, they are Crippled (10) for 1 round.
Frostbite (lesser)Pd4+PCMMajor action: Make a ranged attack against a target’s Fortitude resistance. If you break resistance, the target is Exposed until the end of your next turn.
Permafrost (at-will)PReaction: As a reaction to a target within range gaining Cripple or Daze, the target takes the listed damage.
Permafrost (lesser)Free action: After landing an attack, you also Weaken the target for 1 round. Minor action: Freeze. For every target within range, they take P damage. For each Cripple (5) on the target, they take an additional P damage, taking 4P damage if Stuck. After dealing this damage, the durations of each condition is extended by 1 round.
Glacial Path (at-will)Major action: You emanate a freezing aura. Create a 15 ft. radius sphere, centered on and moving with yourself, that lasts for 1 minute. All creatures of your choice count this sphere as difficult terrain.
Glacial Path (at-will)Major action: You push your affinity to sap heat more generally. For the next hour, you can remove the heat from an object or environment. This typically takes a major action and does not need a check, though the SM may require a channeling time, a check, and/or a lesser slot, at their discretion. As a rule of thumb, cooling an entire house might need 5 minutes’ worth of channeling, using this force in some unconventional or delicate way might need a check with consequences like overload on failure, and snuffing out a fire or some active heat source might need a lesser slot.
Glacial Path (lesser)Minor action: You emanate a freezing aura. Create a 15 ft. radius sphere, centered on and moving with yourself, that lasts for 1 minute. All creatures of your choice count this sphere as difficult terrain and have Hazard (PCM, true).
Glacial Path (greater)Free action: You emanate a freezing aura. Create a 30 ft. radius sphere, centered on and moving with yourself, that lasts for 1 minute. All creatures of your choice count this sphere as difficult terrain, are Weakened and Doomed (P) that stacks with other Dooms, and have Hazard (PCM, true).
Entomb (lesser)Pd2+PCMMajor action: Make a melee attack (range: 5 feet) against a target’s Fortitude resistance. If you break resistance, the target is Crippled (half) for 1 round and Faded (2).
Entomb (greater)Pd3+PCMMajor action: There is no escape. You inflict Stasis a target for 3 rounds. While in Stasis in this way, the target takes true damage at the start of each of their turns. This damage ignores the usual damage immunity from Stasis.
Entomb (greater)Pd6+PCMFull-round action: Turn to ice. You remove all status conditions on yourself, then put yourself in Stasis for 3 rounds. While in Stasis in this way, all creatures of your choice within 30 feet have Hazard (damage roll), while you have Regen (half the damage roll). Alternately, you may use this as a major action to target an ally within range.
Cardice Blast (lesser)Pd6+PCMMajor action: Make a ranged attack against a target’s Fortitude resistance. If you break resistance, the target is Doomed (P). Doom from this version of Cardice Blast stacks thrice.
Cardice Blast (lesser)Free action: After landing an attack, you also inflict Fade (2).
Cardice Blast (greater)Pd4+PCMMajor action: Make a ranged attack against Fortitude resistance, targeting all creatures within range. All targets are then Faded (4) and Doomed (2P), whether or not it hit. Doom from this version of Cardice Blast stacks with other Dooms.
Siberian Winter (greater)Free action: You emanate a lethal aura. Create a 30 ft. radius sphere, centered on and moving with yourself, that lasts for 1 minute. All creatures of your choice cannot heal and have Lethal (4*Lvl) while in this sphere, and if they die, they turn frozen solid.
Merciless Cold (greater)Pd6+PCMMajor action: Select a target. If the target is Faded and/or Sundered, their magnitudes are raised by 2 and the target takes the listed damage. Additionally, if the target is Doomed or Ruptured, its magnitude is raised by P, then the target takes the listed damage. This subpower may apply the Doom/Rupture before resolving any other parts of this subpower.