Being native to the coldest regions of their world, some cultures have learned to harness that harsh cold, becoming true masters of the unforgiving ice.
The cryomancer is an archetype of the black mage class.
Limit Break (Su)
At 1st level, the cryomancer receives the Limit Break (Polar Epoch).
Polar Epoch (Su): This Limit Break causes an area within 100-ft. of the cryomancer in a 20-ft.-radius to erupt into a frozen wasteland. All enemies within the area of effect are Frozen unless they make a Fortitude save (DC 10 + half of the black mage’s level + her Intelligence modifier) for a duration of 1 round + 1 round per four black mage levels after 1st. Enemies also take 2d6 points of ice damage + 1d6 per four black mage levels after 1st each round they remain within the effect. The entire area is also covered with slick ice. An enemy can walk within or through the area of slick ice at half normal speed with an Acrobatics check equal to the same DC as above. Failure means it can’t move that round (and must then make a Reflex save or fall), while failure by 5 or more means it falls (see the Acrobatics skill for details). Enemies that do not move on their turn do not need to make this check and are not considered to be flat-footed. In addition, the ice hampers the enemies’ movements, reducing movement speed by 5 feet until they escape the ice.
This ability replaces the Limit Break (Spell Fury).
Black Magery (Ex)
The cryomancer has a modified black magery.
- Cold Mastery: This increases the cryomancer’s caster level by 1 for all spells with the elemental (ice) school.
- Increased Ice Damage: This increases any ice damage spell from the black mage spell list the cryomancer casts by 1 extra die of the appropriate type. This allows you to overcome any damage cap a spell might restrict you to. Only applies to ice damage rolls. Only applies once per casting, such spells with multiple attacks only applies to 1 missile.
This ability modifies both the increased damage black magery and the elemental mastery magery.
Crystal Shell (Su)
At 2nd level the cryomancer can form a sphere of thin but durable ice around themselves, at the cost of their mobility. As a swift action, the cryomancer gains a number of temporary hit points equal to half her black mage level + her Intelligence modifier. All damage dealt by other creatures or the environment is reduced from these temporary hit points first. These temporary hit points are immune to ice damage, but are not otherwise affected by damage reduction and elemental resistance. These temporary hit points last for a number of rounds equal to the cryomancer’s Intelligence modifier (minimum 1) or until depleted, whichever comes first. While the cryomancer has temporary hit points from this ability, she may only move at most 5 feet per round. If the cryomancer attempts to move farther than 5 ft. or is moved by another effect, all temporary hit points from crystal shell are immediately lost and the cryomancer takes an equal amount of damage. The cryomancer may use this ability a number of times per day equal to 3 + her Intelligence modifier (minimum of 1).
This ability replaces elemental shield.
Wintry Soul (Ex)
At 2nd level, the cryomancer can move across icy surfaces without penalty and does not need to make Acrobatics checks to run or charge on ice. Also, she can see through 10 feet of fog, mist, wind, and snow, ignoring any concealment it might grant. This distance increases by 5 feet for every four black mage levels beyond 2nd.
This ability replaces a mage talent gained at 2nd level.
Seeping Cold (Su)
At 3rd level, the cryomancer increases the effects of the Frozen status condition. She adds 1/4th of the cryomancer’s level (minimum 1) to both the hardness and hit points of the ice, and increase the DC required to break or escape the ice by half the cryomancer’s casting modifier. In addition, any creature that takes ice damage from the cryomancer’s spells must make a Fortitude save (DC 10 + half of the black mage’s level + her Intelligence modifier) or else have all forms of movement reduced by 5 feet. At 9th level and 15ft level, the speed reduction increases to 10 feet and 15 feet respectively. This speed reduction lasts for a number of rounds equal to half the cryomancer’s Intelligence modifier (rounded down).
This ability replaces dark affliction and focused caster.
Glacial Entropy (Su)
Beginning at 4th level, a cryomancer can increase the potency of his next ice spell as a swift action, so long as the casting time of the spell is 1 standard action or less. The next spell with the ice descriptor he casts deals 50% more damage. If a target of the spell is immune to ice damage, it instead takes normal damage (1x) treated as non-elemental damage. If a target of the spell absorbs ice damage, it instead takes half damage (0.5x) treated as non-elemental damage. The cryomancer can use this ability once per day at 4th level and every four black mage levels thereafter, she gains an additional use. The use of this ability cannot be used with metamagic feats.
This ability replaces elemental seal.
Ice Mastery (Su)
At 5th level, ice spells cast by the cryomancer cost 1 MP less (to a minimum of 1) and their saving throw DC is increased by 1. In addition, any spell she casts with fire elemental descriptor costs 1 more MP than normal and has their saving throw DC decreased by 1.
This ability replaces metamagic enhancement.
Dry Ice (Ex)
Starting at 6th level, a cryomancer’s spells and effects that deal ice damage treats his targets’ ice resistance as 5 points lower. At 9th level, she treats ice resistance as 10 points lower; at 12th level, 15 points lower; at 15th level, 20 points lower; and at 18th level, she ignores ice resistance and immunity entirely.
This ability replaces counter magic.
At 7th level, the cryomancer learns to use the moisture in the air to her advantage when utilizing her ice magics. When casting a spell with an area with the elemental (ice) school, she may choose to create an area of slick ice on the ground as per the Slick spell as a free action. This area of slick ice lasts for a number of rounds equal to the spell’s level, and any DC’s associated with it are equal to the DC of the spell used to create it. If the spell does not have a saving throw, the DC is calculated as if it was a spell of that spell level. This ability cannot be used on spells that already create a field of slick ice, such as slick. The cryomancer may use this ability a number of times per day equal to 3 + her Intelligence modifier.
This ability replaces arcane knowledge.
At 11th level, a cryomancer may use her mastery over ice magic with greater efficiency. Whenever the cryomancer casts an ice spell, that spell deals +1 point of damage per die rolled.
This ability replaces loremaster.
At 18th level, as a swift action, the cryomancer may use this ability to increase the damage of her next ice spell by 50%, and her saving throw DC by 1 point per two black mage levels. The cryomancer can only use this ability three times per day.
This ability replaces 1 mp spell.