A selfenchantment which enables the caster to create and throw, in a single motion, a ball of ethereal snow/ice. With the basic spell the orb can be dodged normally (low-velocity). The orb disappears after range if no surface is struck. When thrown, the caster may opt for an ice, frost, or ethereal water orb:
Frost Orb: Upon striking, Frost Orb spreads across the entire surface of the victim in (15-CSI) seconds. Thereupon it inflicts CSI minor frost injuries on randomly rolled locations (armour etc. is not effective). This is normally followed by a single 3d6 Shock Roll. After the effects, the frost"shatters" and the victim is free (but cold).
Ethereal Water Orb: Spreads across the whole body surface and clings for CSI x 10 seconds (CSI x 30 seconds with CS). The effect hinders the victim from breathing and inflicts a Fatigue Level plus a Shock Roll of 2d6, for each 10 seconds. If the effect lasts long enough, the victim may die from drowning.
Ice Orb: Strikes the victim with a blunt impact of (CSI)d6 (the orb melts away to nothing within 5 seconds).
CML90+: The Orb's speed may be increased by the caster, making it more difficult to dodge. The victim tests half dodge (high-velocity).
Time: 15-CSI seconds
Range: CSI x 3 hexes
Duration: See above