Hellfrost
Spell Lists
Elementalism
Eir (Air)
Trappings available:
Air
Electricity
Novice
Aim
Becalm
Beast Friend (Flying Beasts Only)
Bolt
Deflection
Detect/Conceal
Elemental Manipulation (Air only)
Environmental Protection (can breathe in poisonous gas)
Farsight
Leaping
Obscure
Sanctuary
Speak Language
Voice on the Wind
Wandering Senses
Zephyr
Seasoned
Energy Immunity (Air and Earth only)
Ethereal/Corporeal
Fatigue
Invisibility
Knockdown
Quickness
Sentry
Silence
Slumber
Storm
Telekinesis
Teleport
Warding (elementals only)
Whirlwind
Veteran
Banish (air elementals only)
Elemental Form (Air Only)
Fly
Glyph
Sphere of Might
Summon Elemental (Air only)
Ertha (Earth)
Trappings Available:
Earth
Darkness
Novice
Armor
Beast Friend (Terrestrial-based beasts only)
Bolt
Burrow
Detect/Conceal
Elemental Manipulation (Earth Only)
Entangle
Lock/Unlock
Sanctuary
Wall Walker
Wilderness Step
Seasoned
Barrier
Bladebreaker
Blast
Bridge
Energy Immunity (Air and Earth only)
Grow/Shrink
Knockdown
Refuge
Viper Weapon
Warding (elementals only)
Weapon Immunity
Veteran
Banish (Earth Elementals Only)
Elemental Form (Earth Only)
Glyph
Mend
Prolonged Blast
Quake
Sphere of Might
Summon Elemental (Earth Only)
Fyr (Fire)
Trappings Available
Fire
Heat
Light
Novice
Barrier
Bolt
Burst
Deflection
Detect/Conceal
Elemental Manipulation (fire)
Environmental Protection (heat only)
Light
Sanctuary
Smite
Seasoned
Aura
Bladebreaker
blast
Energy Immunity (cold, coldfire, heat, fire, ice, water)
Fatigue
Heat Mask
Warding (elementals only).
Veteran
Banish (fire elementals only)
Elemental Form (fire only)
Glyph
Prolonged Blast
Sphere of Might
Summon Elemental (fire only)
Waeter (Water)
Trappings Available
Water
Acid
Novice
Beast Friend (aquatic beasts only)
Bolt
Detect/Conceal
Elemental Manipulation (water only)
Environmental Protection (targets can move and breathe underwater)
Healing
Sanctuary
Speed
Stun
Succor
Water Walk
Seasoned
Energy Immunity (fire and water only)
Fatigue
Knockdown
Quickness
Sphere of Might
Storm
Warding (elementals only)
Veteran
Banish (water elementals only)
Elemental Form (water only)
Fog Cloud
Glyph
Summon Elemental (water only)
Song Magic
Trappings available:
Sound
Novice
Beast Friend
Boost/Lower Trait
Charismatic Aura
Detect/Conceal
Elemental Manipulation
Fear
Healing
Mimic
Lock/Unlock
Sanctuary
Succor
Voice on the Wind
Warrior’s Gift
Wilderness Step
Speak Language
Stun
Seasoned
Arcane Resistance
Battle Song
Bless/Panic
Confusion
Dispel
Fatigue
Nightmare
Silence
Slumber
Warding
Veteran
Banish
Negate Arcana
Summon Beast
Puppet
Hrimwisardry
Trappings Available
Cold, Coldfire, Ice
Novice
Armor
Bolt
Burst
Deflection
Detect/Conceal
Entangle
Environmental Protection (cold only)
Obscure
Sanctuary
Smite
Stun
Voice on the Wind
Wilderness Step (ice and snow only).
Seasoned
Aura
Barrier
Bladebreaker
Blast
Bridge
Burrow
Dispel
Energy Immunity (cold, coldfire, heat, fire, or ice only)
Fatigue
Invisibility
Knockdown
Refuge
Sluggish Reflexes
Warding (creatures with Immunity or Resistance to cold only)
Veteran
Elemental Form (coldfire, slush, or ice only)
Prolonged Blast
Sphere of Might
Storm (blizzard only)
Summon Elemental (coldfire, ice, and slush only)
Whirlwind
Trapping Effects
Acid
Offensive: Attack gains Armor Piercing 2
Beneficial: SFX only
Air
Offensive: Those affected must make an Agility check or be knocked prone
Beneficial: SFX only
Cold
Offensive: Victims make a vigore roll, -2 if the caster scored a raise (cold weather clothing applies). On failure, victim has chills and must re-draw action cards over 10 (except Jokers) for 1 round
Beneficial: Provides +2 armor vs cold and ice attacks while applied. Fire and heat attacks act as a Dispel for the power.
Coldfire
Offensive: Those affected may catch fire as per SWD rules
Beneficial: SFX only
Darkness
Offensive: Those affected must make a spirit roll or be at -2 to all actions requiring sight until the end of the next round.
Beneficial: In addition to the normal effects, the spell boosts the target’s stealth by +1
Light
Offensive: Those affected must make a spirit roll or be at -2 to all actions requiring sight until the end of the next round.
Beneficial: SFX only
Earth
Offensive: May be used to inflict nonlethal damage if the caster chooses. Must be specified at the time of casting
Beneficial: SFX only
Water
Offensive: May be used to inflict nonlethal damage if the caster chooses. Must be specified at the time of casting
Beneficial: SFX only
Electricity
Offensive: Those wearing metal armor or holding a metal item receive an additional d6 damage. Does not apply to non-damaging attacks (SFX only).
Beneficial: Armor and Barrier spells cause attackers using metal weapons who make a successful fighting attack against the spell’s target to make a vigor roll or be knocked back 1" and fall prone. If their vigor die is a 1, they are shaken as well. All others, SFX only.
Fire
Offensive: Those affected may catch fire as per SWD rules
Beneficial: SFX only
Heat
Offensive: Causes nonlethal damage
Beneficial: Hear barrier causes 2d4 to those jumping through it. All others SFX only.
Ice
Offensive: Attacks make affected area slippery; single target attacks affect 1", AoEs affect the entire template. Anything moving through the affected area treats it as smooth ice.
Beneficial: SFX only
Necromancy
Offensive: For each Wound inflicted on a victim, the mage heals that many Wounds (if they have any
Beneficial: All Undead are -1 to hit the subject, as they have trouble detecting them as not one of their own.
Sound
Offensive: Those effected must make a vigor roll or be deafened for 1d6 hours (Major Hard of Hearing Hindrance) as all they can hear is the Skald’s song ringing in their ears.
Beneficial: SFX only