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Ice

All becomes frigid in an Ice user’s vicinity. Their magic lends itself to stereotypes such as having a cold and rigid heart.

Novice (0 - 60)

During this early stage of their magic, ice Blue Bloods have no immunity to the cold and are prone to frostbite and hypothermia. The range to which their ability can work is based on volume.

lvl1

Level 1 (Requires 0 medals)

With enough focus a Blue Blood can lower the temperature of their palms to as low as 30 ° F/1 °C.

Using the same type of magic, the ability causes a frost to form over their hands or objects. These low temperatures can cause discomfort to the Blue Blood as they’ve yet to build the resistance to the cold yet.

lvl2

Level 2 (Requires 30 medals)

Ice Manipulation – At this point in mastery, Blue Bloods of this level will have grown accustomed to using thermal based magic to cause significant freezing. Unlike before, they now have the means to freeze gallons of water at a time.


The ice that these Blue Bloods do freeze however will be fragile and almost slush-like until they learn to freeze water more quickly.

Intermediate (60 - 140)

At this tier, Ice Blue Bloods gain increased resistance to the cold and enhanced control over freezing water into solid crystalline forms. With greater mastery, they can generate ice without a water source, though their creations remain rough and unstructured.

lvl3

Level 3 (Requires 60 medals)

Immunity towards the cold grows stronger around this level and the Blue Blood feels less discomfort being near it.


The ability to manipulate the temperature of water and freeze it more compactly becomes possible at this level of mastery. It takes Blue Bloods at this level no more than a minute to freeze water into a compact crystalline structure.

lvl4

Level 4 (Requires 100 medals)

Ice Blue Bloods are now able to instantaneously freeze water into compact forms.


Ice Formations – At this level, Blue Bloods can begin to use their ice magic to create formations without the need for water. There is still difficulty in attempting to summon imagined forms. The created structures will sprout like jagged crystals and appear disorganized.

Advanced (140 - 240)

At this tier, Ice Blue Bloods gain precision in shaping ice, allowing for intricate designs and functional structures. Their control extends to levitating and launching ice formations, now resistant to melting. The range of which their abilities can work extends to a radius of 10 feet/3 meters.

lvl5

Level 5 (Requires 140 medals)

With more training and a better grasp at creating these ice structures, the user can become more design oriented with their creations. This allows anything from figures, frost patterns, sculptures, and even weapons to be made. These structures however are limited to outside factors that may affect it such as hotter temperatures or hard impact.

lvl6

Level 6 (Requires 190 medals)

At this level, the user will be able to levitate ice formations and send them as projectiles. Ice produced will no longer melt, but can shatter on impact.


Hollow Pulse – A faint humming that follows the user, reminiscent of wind passing through ice caverns. When in action, the humming grows louder and the air begins to sting, causing light scratches caused by abrasive ice crystals scraping against surfaces.

Expert (240 - 360)

At this tier, Ice Blue Bloods enhance their ability to create self-sustaining structures, allowing for greater durability and strategic defense. The range of which their abilities can work extends to a radius of 15 feet/4.5 meters.

lvl7

Level 7 (Requires 240 medals)

Ice Mound – At this level, Blue Bloods will be able to produce self-sustaining ice structures/mounds. They can continuously grow and regenerate or repair themselves without user input. Best utilized as a barrier. However if their roots are destroyed or another mound is summoned, the entire structure will collapse.

lvl8

Level 8 (Requires 300 medals)

Frozen Heart – The ability to temporarily stop their own pulse and breathing to appear lifeless.


Ice Link – Using their Ice mound ability, by sacrificing its roots (and therefore any regenerative properties) any physical impacts on the body can be absorbed and sent to fracture the structure instead. However the mound must be located within their radius. On the other hand, fracturing the ice mound will redirect the injuries to the user.

Master (360 - 500)

At this tier, Ice Blue Bloods achieve near-unbreakable control over their element, rendering their ice indestructible except for specific constructs. Their mastery extends to absorbing and redistributing afflictions through their ice. The range of which their abilities can work extends to a radius of 20 feet/6 meters.

lvl9

Level 9 (Requires 360 medals)

Non-shattering Ice – All ice at this level becomes indestructible excluding the ice mound.

lvl10

Level 10 (Requires 500 medals)

Black Ice – By sacrificing its root, an ice mound can absorb nearby ailments, diseases, and curses. However, when released, these afflictions randomly latch onto another being. If no host is found, the mound reconstructs itself, forcing the user to absorb all stored ailments instead.

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