Ice Spells

From the Fear Nightfall wiki · Iron's Spells 'n Spellbooks

The Ice Spells are the Ice school of Iron's Spells 'n Spellbooks, a magic system that adds spell schools, mana, spellbooks and scrolls to the game. The Ice school holds 12 spells, from single-target freezing bolts and shattering teleports to area crowd control and a summonable polar bear. Players care about it because its spells are the pack's main way to freeze, entomb and pull enemies, and its scrolls are part of the loot in the horror structures.

Overview

The Ice school scales with the ice spell power attribute. A spell's power is its base value plus a per-level increase, multiplied by the caster's ice spell power and the spell's power multiplier. Damage, durations and radii all use this power. Ice resistance is a separate attribute that reduces incoming ice damage. Mobs get default ice resistance values at spawn based on their tags; Blaze has ice resistance 0.5.

Several items raise the school or give ice-related gear:

  • Upgrade Orbs: the ice upgrade orb adds 5% to ice spell power per orb, as an attribute modifier on the equipment it is applied to. See Upgrade Orbs.
  • Staffs: the Ice Staff is a casting implement for the school, and the Frosted Helve is a weapon part used in staff recipes. See Staffs.
  • Runes: an ice rune is one of the rune materials used in Rings, Amulets and Charms and other jewelry. See Runes.
  • Frostward Ring: a curio ring that makes the wearer immune to freezing, because its item tag puts it on the freeze-immune wearables list.

Spells are obtained as scrolls and are cast from a spellbook or a casting implement. See Scrolls, Spell Books and Spellcasting for how casting works. Casting is interrupted by taking damage, opening a container, changing a casting item, changing dimension, logging out and dying.

Three cast types appear in this school. An instant spell fires immediately. A long spell has a cast time during which the caster is slowed, and damage cancels it. A continuous spell runs for as long as the cast key is held.

Most ice spells freeze their targets. A creature that is fully frozen becomes entombed in ice. The Chilled effect reduces movement speed by 20% and also reduces attack speed, cast time and mining speed. The Frostbitten Strikes effect, granted by Frostbite, turns fully frozen kills into ice shadows.

Spells

The table below is generated from the spell data and lists every Ice spell with its level and cost values. The sections that follow give the details the table does not show: how each spell scales, its cast type, its minimum rarity and where its scrolls can be found.

SpellDescription
BlizzardChannel a slow-moving, swirling blizzard at a targeted location, causing freezing wind and snow to pull creatures into the center of the vortex.
Cone of ColdHold to cast out a cone of cold energy, freezing creatures in its path.
Frost StepTeleport to where you are looking, leaving behind a shadow of ice. This shadow will take nearby aggro, and shatter into icicles after 5 seconds or upon taking any damage.
FrostbiteImbue yourself with a magical Frostbiting power, making any fully-frozen creature you kill turn into an Ice Shadow. Ice Shadows shatter into icicles after 5 seconds or upon taking any damage.
FrostwaveCascade a wave of frost magic in a radius around you, afflicting creatures with chilled. Chilled creatures become entombed in ice when fully frozen.
Ice BlockConjure a giant chunk of ice above a targeted creature or block. After a short delay, it will fall down and explode for area frost damage, doing additional damage to any creatures hit on the way down.
Ice SpikesUnleash a cascading line of ice magic, creating ice crystals that emerge from the ground. The final spike does full damage, and will emerge early if a creature within range is targeted.
Ice TombEncase yourself in a protective tomb of ice, providing healing while within, absorbing one hit or counterspell before breaking. Dismount to leave the tomb.
IcicleFire a piercing bolt of cold energy in the form of an icicle, freezing those it touches.
Ray of FrostFire a beam of cold energy, dealing low damage but immediately applying freeze to the creature hit.
SnowballConjure a giant snowball and throw it forward, bursting into a frosty field and Chilling creatures in a surrounding radius on impact. Chilled creatures become entombed in ice when fully frozen.
Summon Polar BearCast to summon a polar bear who will follow, protect, and fight for you, as well as providing a mount.

The values below are the base values from the spell definitions at a power multiplier of 1.0. The pack does not override any Ice spell's config. Mana cost at level L is the base cost plus the per-level cost times (L − 1), multiplied by the mana cost multiplier.

Blizzard

Blizzard is a long spell with a 25-tick (1.25 s) cast time. It places a swirling blizzard at a targeted location that pulls creatures toward its centre. Its base mana cost is 40, rising by 10 per level. Its cooldown is 22 seconds, its maximum level is 8, and its minimum rarity is rare. The blizzard lasts 20 × (10 + 1.5 × L) ticks, which is 11.5 seconds at level 1 and 22 seconds at level 8. Its radius is 2 + 6 × the caster's power multiplier. Its base spell power is 12, rising by 3 per level.

Cone of Cold

Cone of Cold is a continuous spell: hold the cast key to project a cone of cold energy. Its base mana cost is 5, rising by 1 per level. Its cooldown is 12 seconds, its maximum level is 10, and its minimum rarity is common. Each hit deals 1 + 0.75 × spell power damage and freezes the target for 80 ticks (4 seconds). Its base spell power is 0, rising by 1 per level.

Frostbite

Frostbite is an instant spell that grants the caster the Frostbitten Strikes effect. While the effect is active, any creature the caster kills while it is fully frozen turns into a frozen humanoid that shatters after 5 seconds or on taking any damage. The shatter damage comes from the effect's amplifier, which depends on spell level, and is scaled by the caster's power for this spell. Its base mana cost is 80, rising by 10 per level. Its cooldown is 60 seconds, its maximum level is 5, and its minimum rarity is epic, the highest minimum in the school. The effect lasts 20 × spell power ticks. Its spell power is a flat 30 at every level, so the effect lasts 30 seconds at a power multiplier of 1.0.

Frost Step

Frost Step is an instant teleport. It sends the caster to the location they are looking at and leaves a shadow of ice behind. The shadow draws nearby aggro and shatters into icicles after 5 seconds or on taking any damage. The teleport distance is (8 + 0.5 × (L − 1)) × the caster's power multiplier, and the shatter damage equals the spell power. Its base spell power is 4, rising by 1 per level. Its base mana cost is 15, rising by 5 per level. Its cooldown is 12 seconds, its maximum level is 8, and its minimum rarity is rare.

Frostwave

Frostwave is a long spell with a 20-tick cast time. It sends a wave of frost magic out in a radius around the caster and chills the creatures inside it. Chilled creatures become entombed in ice when fully frozen. The radius is 6 + 0.75 × L blocks. Its base spell power is 10, rising by 3 per level. Its base mana cost is 50, rising by 5 per level. Its cooldown is 45 seconds, its maximum level is 8, and its minimum rarity is common.

Ice Block

Ice Block is a long spell with a 25-tick cast time. It conjures a large chunk of ice above a target creature or block. After a short delay the block falls and explodes for area frost damage equal to the spell power, with extra damage to creatures struck on the way down. Creatures hit by the explosion are frozen for 100 ticks, and the spell removes damage invulnerability frames from its victims. Its base spell power is 14, rising by 2 per level. Its base mana cost is 40, rising by 10 per level. Its cooldown is 15 seconds, its maximum level is 6, and its minimum rarity is rare.

Ice Spikes

Ice Spikes is an instant spell that creates a cascading line of ice crystals that emerge from the ground. The number of spikes is 7 + (3 × L) ÷ 2, rounded down. Each spike deals damage equal to the spell power. The final spike does full damage and emerges early if a creature within range is targeted. Its base spell power is 12, rising by 1 per level. Its base mana cost is 30, rising by 10 per level. Its cooldown is 15 seconds, its maximum level is 10, and its minimum rarity is common.

Ice Tomb

Ice Tomb is an instant spell that encases the caster in a protective tomb of ice. While inside, the caster is healed, and the tomb absorbs one hit or one counterspell before it breaks. The caster leaves the tomb by dismounting. The tomb lasts 80 + 20 × L × √(power multiplier) ticks. Its base spell power is 5, rising by 1 per level. Its base mana cost is 30, rising by 15 per level. Its cooldown is 30 seconds, its maximum level is 8, and its minimum rarity is uncommon.

Icicle

Icicle is an instant spell that fires a piercing bolt of cold energy. It deals 0.5 × spell power damage and freezes the creatures it touches for 80 ticks (4 seconds). Its base spell power is 12, rising by 1 per level. Its base mana cost is 10, rising by 2 per level. Its cooldown is 1 second, its maximum level is 10, and its minimum rarity is common. The short cooldown makes it the school's fastest repeatable attack.

Ray of Frost

Ray of Frost is an instant beam of cold energy. It deals 3 + 1.5 × spell power damage and freezes the creature it hits immediately, with freeze time equal to the target's normal freeze time plus 15 × spell power ticks. Its base spell power is 6, rising by 1 per level. Its base mana cost is 25, rising by 15 per level. Its cooldown is 15 seconds, its maximum level is 5, and its minimum rarity is common.

Snowball

Snowball is a long spell with a 20-tick cast time. The caster throws a giant snowball that bursts into a frosty field on impact, chilling creatures in a surrounding radius. Chilled creatures become entombed in ice when fully frozen. The radius is 3.5 + 0.5 × L blocks, and the field lasts 200 × √(power multiplier) ticks. Its base spell power is 8, rising by 3 per level. Its base mana cost is 40, rising by 2 per level. Its cooldown is 12 seconds, its maximum level is 5, and its minimum rarity is uncommon.

Summon Polar Bear

Summon Polar Bear is a long spell with a 20-tick cast time. It summons a polar bear that follows the caster, protects and fights for them, and can be ridden as a mount. The summon's lifetime is (20 + 4 × L) × the power multiplier. The spell has two total casts, and its cooldown is 180 seconds. Its base spell power is 4, rising by 1 per level. Its base mana cost is 50, rising by 10 per level. Its maximum level is 10, and its minimum rarity is rare. As a summon, the bear's damage scales with the caster's summon damage attribute.

Where to find the spells

Ice spells come as scrolls. The Ice Spider Den structure places scrolls with the ice school filter in several of its chests, including its tower, dungeon and spawner reward chests. The Mountain Tower places ice-school scrolls in its ice barrel and its main chest. The Cryomancer mob also has ice spell loot in its drop table.

Scrolls can be merged with ink in the Arcane Anvil to upgrade their rarity or level. The school's spell config sets the rarity brackets for spell levels; the first 30% of levels are common.

Ice Staff and ice spellbook recipes exist in the pack. See Spell Books and Staffs.

Practical tips

Freezing spells work best in combination. Use Ray of Frost or Icicle to freeze a target, then Frostwave or Snowball to chill the creatures around it. Chilled creatures that become fully frozen are entombed, and Frostbite turns each fully frozen kill into an ice shadow that shatters for damage.

Frost Step works as an escape. The shadow it leaves draws aggro away from the caster. Ice Tomb can absorb a hit while healing the caster, which helps while waiting out a cooldown.

Ice spell power affects every spell in the school, so upgrades from Upgrade Orbs and matching gear improve the whole loadout at once. Long spells such as Summon Polar Bear have cooldowns of 180 seconds and are best used in planned fights.

Taking damage cancels a long cast, so start Blizzard, Frostwave, Ice Block, Snowball or Summon Polar Bear only when no enemy can reach the caster during the cast time.

The Ice Spider patrols snowy biomes during rain, which makes those patrols a practical place to test a freezing combination.