The origins of this spell are unknown, yet it has existed in spell books for as long as anyone can remember. The High Elf Adept commands thorn-like splinters of ice and hurls them towards her enemy. A mere wave of her hand will either bundle the splinters into one burst or turn the burst of icicles into a nova blasting out in a circle with her at the center.
The spread pattern of the thorns is controlled with mouse targetting.
Clicking close to your character will cause a wide fan of Glacial Thorns, and with higher CA levels the area of the fan can cover almost 360 degrees.
Clicking far from your character (i.e. in a corner of the screen) will cause the Glacial Thorns to concentrate together. This is useful when confronting a large and powerful monster, as it will be hit by most of the thorns at once. It may require some adjustment of the camera to be able to click/target a spot beyond a large monster to get this effect.
On console versions only: the spread of Glacial Thorns seems to be determined by your distance from the enemy that is targeted. If you are far from the enemy, the spread will be narrower and if you are close to the enemy, the spread will be wider. To ensure the most thorns hit large targets (bosses) on console versions, the easiest way seems to be to get as close to them as possible and in this case, nearly all the thorns will hit even if the spread is wide because the bosses are large targets.
Thorns do not pierce enemies unless the player chooses the Pierce mods which only gives a chance to pierce (not 100%).
Thorns can be stopped if the target is far up hill, unlike Blazing Tempest which seems to have no problems going up hills.
Mod 1b - Frost is highly recommended: large direct damage reduces the armor effectiveness: more armor value enemy has, the greater increase in damage Mod 1b - Frost gives, because increasing base CA damage we reduce a percent of damage that absorbed by opponent's Armor
The maximum number of shards, which can cause damage to one target for one castes, is calculated by the formula:
Total Numer of shards/6
Some creatures have a chance to block combat arts, they block a percent from the 'Total Numer of shards/6', not from their total number(!). In other words, for one minimal in-game time (1 frame) no more than 'Total Numer of shards/6' hits can inflict damage on the target, and from these hits a chance to block/reflect is calculated !