Cryothurge
This is Dark Magic content.
Requirements: Mage 2, [I] 13+
You can manipulate the power of ice.
Level 1. You gain the following spell:
Frostbolt: (MP cost 2, 3 TS) Make an [I] spell attack roll against a target within 7 units; (must have line of sight) if you hit, the target takes 1d6 damage and gains the frostbite debuff for 2 rounds. If a target who takes damage from this spell is frostbitten, they become frozen and petrified for 1d4 rounds and lose the frostbite debuff.
Level 2. Frozen creatures take full damage (instead of half) from spells you cast. When a creature's frozen condition ends, you make have each other creature within 1 unit of that creature take 1d4 damage.
Level 3. You gain the following spell:
Ice Tomb: (MP cost 1-5, 1 TS) You become frozen and petrified for an amount of rounds equal to the MP you spent to cast this spell. You gain 5 DR until this effect ends. This spell can be cast as an interrupt if you are targeted by an attack.
Frostbite: (debuff) creatures with this debuff gain 1 less TS at the start of each round.
Frozen: (status condition) creatures that are frozen cannot spend TS and have 0 TS until this condition ends. If a creature that is frozen is also petrified, the petrify condition ends when the frozen condition does if they come from the same source. Frozen creatures take half damage from all sources. (round down) The frozen condition may end if the creature is exposed to enough heat or hit by a fire-based attack. (GM's discretion)
Petrified: (status condition) Petrified creatures cannot make defense rolls, the defense for a petrified creature is automatically 10.
Spells: (rule) A spell is an action you can take on a turn. Spells cost the listed amount of MP and TS to cast unless modified.