Jasya Mellaine

  Jasya was born the youngest child of a middle-class merchant family. Left to her own devices for the most part, she became a wild and carefree child, which didn't change when she reached her teenage years. She and her friends broke into houses for kicks, often for no better reason than to show that they could - they rarely stole anything. A few teens joined and left their little crew, but one in particular caught Jasya's eye - a boy four years her senior named Osten. He didn't seem to notice her at first, but after a little work on her part, he started to return her affections.

  About a year later, it all fell apart. During one of their more daring escapades, they startled a man who returned home early, and one of the boys struck him over the head with a large blunt object. Too hard, it seemed - he accidentally killed the man. Now something that had been for fun had turned deadly serious, and none of them knew what to do, so they all fled and vowed not to say anything. Unfortunately for them, Osten was really a spy planted by the City Watch to infiltrate the group and break them up. He had been on the verge of revealing himself and warning them, but then the murder happened, and he knew what he had to do. He went to his superiors and reported the murder. The guilty boy, along with several others in the group, were arrested.

Jasya tried to intervene with Osten, only to be rebuffed and told that he didn't really love her. Betrayed and heartbroken, she cursed him and vowed that she would never love another man as long as she lived, then fled the city and moved to Lakasar, where she took up the study of magic. Her aloofness and constant rebuffing of potential suitors earned her the nickname "Ice Queen," which she took to heart - she began to study ice magic.

  In the course of her studies, she came across a text mentioning a group of assassins called Icehearts. Intrigued, she did more digging and eventually turned up some interesting information about them - they were people who had (depending on which account she read) either given up their souls or replaced their hearts with chunks of ice. In any case, they were dispassionate, cold, ruthless killers unaffected by the pleas of their targets. In short, it was an ideal career choice for her. She left Lakasar and went north in search of the Icehearts.

  It took nearly a year for her to find them, and she immediately applied for entry into the order. She passed the Trial of Endurance easily and was inducted into the order. The loss of her ability to feel emotion was almost a relief in some respects - no more would she feel pain, anger, or love, and no longer could she be hurt by those who would try to love her and leave her. With her newfound powers, she returned to her home city, found Osten, and killed him, then left to find her own way, her conscience finally clear.

  Jasya is very beautiful, though she seldom seems to notice and rarely does anything to accentuate her appearance. She has long platinum blond hair, which is usually either tied back in a ponytail or a braid, eyes the color of a winter sky, fine pale features, and a slim build. She is 5'7" and moves like a dancer. She seldom raises her voice, and never in anger or joy - she is almost incapable of feeling either emotion. Those who are foolish enough to flirt with her are usually ignored, while those who continue receive an icy glare until they get the hint (and the few who are truly obnoxious often find the point of a dagger in their ribs, pressing not quite hard enough to break the skin). She often dresses in soft, loose clothing of white or gray and boots of the same color.

Jasya's mage sigil is three snowflakes arranged in a triangle.


Jasya's Spells

Jasya's Cold Kiss. Caster's touch deals 1d4 cold damage, +1 point/level.

Jasya's Freezing Touch. Freezes an item solid, making it brittle.

Jasya's Frozen Grasp. Ice binds target in place.

Jasya's Greater Icesteel. Increases hardness, hit points of ice by 15.

Jasya's Ice Sculpture. Creates an ice statue, up to 1 cu. ft./level.

Jasya's Icesteel. Increases hardness, hit points of ice by 10.

Jasya's Instant Igloo. Creates an igloo, 10 ft. + 1 ft./level radius.

Jasya's Lesser Icesteel. Increases hardness, hit points of ice by 5.

Jasya's Ice Shards. Spray of ice shards deals 1d4/level piercing damage, +1/level cold damage.

Jasya's Winter Chill. Deals 1d4 point of nonlethal cold damage in a 20-ft. radius.


Jasya's Cold Kiss
Evocation [Cold]
Level: Wiz 2
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: Self
Duration: 1 round/level
Saving Throw: None (Fort or Will negates; see below)
Spell Resistance: Yes

Despite the spell's name, the caster does not need to kiss her target for the spell to take effect. One of the caster's hands (her choice) turns bluish-white and becomes rimed with frost. She suffers no ill effects, but she gains a freezing touch - any living things she touches that are not immune to cold take 1d4 cold damage, +1 point per level (maximum +5). Additionally, a target touched must make a Fort save or be slowed for 1d4 rounds.

The caster can also freeze liquids simply by touching the surface or by holding the container the liquid is in, if it is uninsulated (a metal potion vial, e.g.). The liquid gains a Will save, in this case; the caster can freeze up one pint of liquid per level, at the rate of one pint per round.

Jasya's Frozen Grasp
Evocation [Cold]
Level: Wiz 4
Components: V, S
Casting Time: 1 standard action
Range: Touch
Effect: See below
Duration: 1 round/level (see below)
Saving Throw: None
Spell Resistance: No

Upon casting this spell, one of the caster's hands (her choice) turns bluish-white and becomes rimed with frost. Anytime within 1 round per level, she can touch a solid surface - an object, the ground, a wall, etc. - and have ice travel along it toward a chosen target, which can be up to 5 feet per level away. The ice travels at 5 feet per round and makes a crackling noise as it forms from moisture in the air - a DC 13 Perception check will alert someone to its presence.

If it reaches its intended target, the ice immediately starts to engulf the target, encasing it in a solid sheathe. This takes 3 rounds for a Medium creature or object, two for a Small one, or 1 round for anything smaller; increase the needed for each size larger by 2 rounds. Generally speaking, a creature is trapped after the first round - either its feet/legs or one or both hands/arms are stuck. It can attempt to break free with a DC 15 Strength check, but the DC increases by 4 each successive round thereafter, until the creature is completely encased.

Once the ice has been let loose, it can be stopped with a successful dispel magic; likewise, a dispel will halt the spread of ice over a creature or object, but once the target has broken free or the ice has completely encased the target, ice becomes nonmagical and must be dealt with by physical means.

A creature that is not resistant or immune to cold takes 1d6 points of nonlethal cold damage each round from the ice; if its head is encased, it will also suffocate unless the ice is melted or broken away. The ice is 1 inch thick; it takes 10 points of damage (either physical or fire) to break or melt away enough ice to free a creature's face enough for it to breathe.

Jasya's Instant Igloo
Conjuration (Creation) [Cold]
Level: Wiz 3
Components: V, S, M
Casting Time: 1 round
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Igloo, 10 ft. + 1 ft./level radius, 8 ft. high
Duration: 1 hour/level
Saving Throw: None
Spell Resistance: No

This spell can only be cast if there is existing snow and/or ice around (a broken wall of ice is sufficient, but the remains of an ice storm are not). It forms the snow into blocks, which build an igloo. The igloo is 10 feet in radius, plus 1 foot per caster level, and 8 feet high in the center; the walls are 1 foot thick. It can be accessed by a single doorway, 3 feet high and wide, which is not covered. Inside, the air is warm (65 degrees Fahrenheit), and remains constant if the outside temperature is between 0 and 80 degrees. Each degree above 80 or below 0 changes the temperature inside the igloo on a 1:1 basis. Outside conditions do not harm the igloo, though the magic of the spell does not prevent it from becoming buried in snow.

Material Component: A handful of snow or ice.

Jasya's Ice Sculpture
Conjuration (Creation) [Ice]
Level: Wiz 2
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Ice sculpture, up to 1 cu. ft./level (see below)
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

This spell gathers moisture from the air and freezes it into an ice sculpture in any form the caster desires, up to 1 cubic foot per level in size. If the caster has access to a body of fresh water (a pond, e.g.), he can make the sculpture double the size (2 cubic feet/level). The spell is instantaneous – once created, the ice melts normally, if the temperature is warm enough.

Jasya's Icesteel
Transmutation
Level: Wiz 4
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: 10 cu. ft. of ice/level
Duration: Instantaneous
Saving Throw: Will negates (object, harmless)
Spell Resistance: Yes (object, harmless)

This spell increases the hardness and hit points of up to 10 cubic feet of ice by 10 each. The ice must all be of one piece, though it can later be cut up into smaller pieces. This spell has no effect on creatures made of ice.

Material Components: A shard of ice and a piece of steel.

Jasya's Greater Icesteel
Transmutation
Level: Wiz 6

As Jasya's icesteel, except that this spell increases the hit points and hardness of ice by 15 each.

Jasya's Lesser Icesteel
Transmutation
Level: Wiz 1

As Jasya's icesteel, except that this spell increases the hit points and hardness of ice by 5 each.

Jasya's Winter Chill
Evocation [Cold]
Level: Wiz 2
Components: V, S
Casting Time: 1 standard action
Range: 20 ft.
Area: 20-ft. radius
Duration: 1 minute/level
Saving Throw: None (see below)
Spell Resistance: No

The caster lowers the ambient temperature of the air around her by 70 degrees. In most cases, this means that the temperature drops below 0, incurring the normal effects of exposure for anyone in the area of effect except the caster. There is no save against the spell itself, but creatures affected can make Fort saves to avoid the effects of the cold. If the ambient air temperature is hotter than normal, this spell brings it down to a comfortable level.

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