Ice, imprisonment, and paralysis; the gods Boreas and Mara

Rune Bonus: When you take cold damage, you take 1 point less than normal.

Rune Power (4th level): When 1 action is spent tracing isaz on the ground, slick ice spreads out to cover an area of 225 square feet. The iced area can have any shape the rune maker wants; if you use a grid of 5-foot squares, the ice covers 9 squares. Every square of ice must be connected to at least one other along one or more sides. Ice-filled squares are difficult terrain, and the difficulty of Dexterity (Acrobatics) checks in the area increases by five. The ice is nonmagical and melts normally.

Rune Power (5th level): When the isaz rune is traced on a weapon, the weapon sheds bright light in a 10-foot radius and dim light for an additional 10 feet, and it does an extra 1d4 cold damage on a hit. Tracing the rune takes 1 action and the effect lasts while you concentrate, for up to 1 hour.

Rune Power (7th level): A shield marked with this rune glitters like frost in the morning sun. As an action, a wielder of the shield who is in direct sunlight can focus its reflection on a single enemy within 30 feet; the target must make a successful Constitution saving throw or be affected by the first stage of snow blindness (see Conditions). The DC for the saving throw equals 8 + your Dexterity bonus + your proficiency bonus. If the target creature is already affected by the first stage of snow blindness, a failed Constitution saving throw brings on the second stage of snow blindness. Marking the shield takes 1 action, and the rune remains effective while you concentrate, for up to 1 hour.

Rune Mastery Power (8th level): You learn the create tupilak ritual (see Rune Rituals).

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