@HumCat
So in my story I have a race that is inept in Ice magic. But I realize that I only have what its capable of. Any ideas on what it can't do or the cost the caster has to pay in order to use it?
So in my story I have a race that is inept in Ice magic. But I realize that I only have what its capable of. Any ideas on what it can't do or the cost the caster has to pay in order to use it?
Maybe it runs the risk of freezing the caster (partially, unless it's a really big spell), depending on the duration/power of whatever they're doing.
that is a good risk, do you have any that is less damaging for like smaller, more persistent spells? (Like say some one was trying to keep something frozen in a hot temperature, or they are freezing something over a large distance)
First off, do you mean inept or adept? If they are inept at ice magic then they are clumsy and have no skill. If they are pretty handy with the freezing voodoo then they would be adept.
In some 'verses, ice magic (cryomancy, cryokinesis, etc.) requires that the practitioner siphon the heat from their target and take it into their body, so they must take precautions for getting all hot and sweaty. They might have to drink a lot of water or wear special gizmos that ventilate their body, cooling them. If you want a more whimsical caveat for your frost spells, maybe the mage must sacrifice something intangible in order to cast a spell, like a portion of their lifespan, one of their five Aristotelian senses, or perhaps their reputation in society.
Ooh I like that last one–in order to freeze a foe, they must do something beforehand that leads their peers to give them the cold shoulder!
Maybe usage of magic sacrifices body heat?
@Ludan A lot of that sounds amazing! How about this, the ice magic takes the user's ability to cool themselves, instead that function going to the magic directly. So the longer one uses the magic, they run the risk of overheating, larger spells speeds up the process. And like your idea that the user would have to wear certain garments to nullify/ lessen those affects. (By the way i did mean adept, thats a little embarrassing, ha!)
Hmm, how about for a weakness that ice magic is harder to maintain in arid temperatures due to the increase of heat in the area. Maybe the ice magic derives from the moisture within the users body or the moisture in the atmosphere. Stronger ice magic can perhaps effect the environment in such a way it becomes hazardous to use. Obviously thermal/heat based abilities could overpower ice magic. As for costs, the easiest thing to go for is that the race has a magical energy reserve that allows them to use their magical abilities, if they run out of magical energy no ice abilities for a limited amount of time until it refills. Thats my two cents on this.
This reminds me of the 2016 suicide squad comic series where the character killer frost has to take heat in order to use her powers. She is unable to use her powers without siphoning heat, or in less warm environments. Also, she is able to gain a great deal of power through taking the body heat of someone dying. You could use something similar to this for your limitations
Frostbite, and hypothermia are nice risks. I also like the idea that they can only use a set amount at a time.
The cliché is to give the character a frozen heart when they become too powerful, Basically, make them like snow; beautiful from afar, but cold and dirty up close
My mind immediately went to yellow snow, for I am an immature child.
The caster releases a massive spell that runs the risk of freezing the liquid in their body.
"If you'll excuse me, I need to go make sure I'm not pissing slush."
They trudge off to the bathroom and turn on the space heater.
My mind immediately went to yellow snow, for I am an immature child.
The caster releases a massive spell that runs the risk of freezing the liquid in their body.
"If you'll excuse me, I need to go make sure I'm not pissing slush."
They trudge off to the bathroom and turn on the space heater.
Amazing.
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