Fax Celestis
2013-09-14, 12:24 AM
Working on the wizard, here's some new spells I came up with for the Cold school.
Frozen Grasp [Cold]
Level: Jotunnskyn 1
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Fortitude partial
Spell Resistance: No
Your successful melee touch attack deals 1d6 points of cold damage per caster level (maximum 5d6). A creature touched in this way must make a Fortitude save or be rendered fatigued for one round per two Caster Levels (minimum one round).
Snowball [Cold, Eternal]
Level: Eternal 2, Jotunnskyn 2
Casting Time: 1 standard action
Range: Medium (100' + 10'/level)
Effect: One snowball
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
You form a snowball and fling it at your target, dealing 1d8 points of cold damage, plus 1 bonus point of cold damage per caster level. This spell also deals an additional 1d8 points of cold damage per three caster levels.
Instead of immediately throwing the snowball, you can hold it in your hand or put it down to throw at a later time. However, it loses one point of cold damage per round after it is cast. If the bonus cold damage reaches zero, the snowball melts into water uselessly. If someone other than the caster throws the snowball, treat it as a thrown weapon with a 10' range increment: the snowball carries residual magic from the caster that allows it to deal cold damage, but only the caster is attuned to a snowball well enough to throw it with perfect accuracy and at incredible range.
Eternal: As above, but the spell does not deal the additional d8s of damage, and the range is Close (25' + 5'/2 levels).
Cold Snap [Cold, Eternal]
Level: Eternal 3, Jotunnskyn 3
Casting Time: 1 standard action
Range: Long (400' + 40'/level)
Area: 20' radius burst
Duration: Instantaneous
Saving Throw: Fortitude half
Spell Resistance: Yes
With a quick motion and a snap of your fingers, the temperature of an area of your choosing within range plummets. Creatures in the area take 1d6 points of cold damage per caster level (maximum 10d6). A successful Fortitude save halves the damage.
Unprotected, non-magical liquids inside the area freeze solid. Non-magical fires are extinguished. Magical fires and liquids receive a saving throw to resist being extinguished or frozen (as appropriate). Fragile materials or those susceptible to low temperatures (such as plants or glass) may break or wither, at the DM's discretion.
Eternal: As above, except the range is Close (25' + 5'/2 caster levels) and the area is reduced to a 10' radius burst.
Icy Clutch [Cold]
Level: Jotunnskyn 3
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Fortitude partial
Spell Resistance: No
Your successful melee touch attack deals 2d4 points of cold damage per caster level (maximum 20d4). A creature touched in this way must make a Fortitude save or be rendered exhausted for one round and fatigued for one additional round per Caster Levels (minimum one round).
Spray of Ice [Cold, Eternal]
Level: Eternal 4, Jotunnskyn 4
Casting Time: 1 standard action
Range: Close (25' + 5'/2 levels)
Target: Up to one creature per missile, no two of which can be more than 15' apart
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
You create one splinter of ice per three caster levels and spray them towards your opponents. You must succeed on a ranged touch attack to hit an opponent with a splinter of ice. An opponent struck by a splinter takes 2d8 cold damage plus 1 cold damage per caster level. In addition, if you hit a single target with more than one splinter, you may also attempt to bull-rush your opponent. The shard attempts a bull-rush with a total bull-rush modifier equal to your Caster Level. For each splinter beyond the second that strikes your target, you gain a +2 bonus on your bull-rush attempt.
Eternal: As above, except you only fire one missile and it always attempts to bull-rush.
Crystallize [Cold, Eternal]
Level: Eternal 5, Jotunnskyn 5
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: One round/level
Saving Throw: Fortitude partial or Fortitude and Reflex partial
Spell Resistance: Yes
This spell has different effects if it is used on a living or a nonliving creature.
If used on a living creature, the touched creature must make a Fortitude save or be encased in ice and paralyzed for the duration of the spell. In either instance, the touched creature takes 3d6 points of cold damage per round for the duration of the spell from their blood freezing in their veins.
If used on a nonliving creature, the spell functions as above but does not deal ongoing damage. Instead, the creature must make a Reflex save each round or be immobilized.
Eternal: This spell immobilizes its target on a failed Fortitude save. Regardless of the save's outcome, the touched creature takes 1d6 points of cold damage per two caster levels.
Frozen Grasp [Cold]
Level: Jotunnskyn 1
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Fortitude partial
Spell Resistance: No
Your successful melee touch attack deals 1d6 points of cold damage per caster level (maximum 5d6). A creature touched in this way must make a Fortitude save or be rendered fatigued for one round per two Caster Levels (minimum one round).
Snowball [Cold, Eternal]
Level: Eternal 2, Jotunnskyn 2
Casting Time: 1 standard action
Range: Medium (100' + 10'/level)
Effect: One snowball
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
You form a snowball and fling it at your target, dealing 1d8 points of cold damage, plus 1 bonus point of cold damage per caster level. This spell also deals an additional 1d8 points of cold damage per three caster levels.
Instead of immediately throwing the snowball, you can hold it in your hand or put it down to throw at a later time. However, it loses one point of cold damage per round after it is cast. If the bonus cold damage reaches zero, the snowball melts into water uselessly. If someone other than the caster throws the snowball, treat it as a thrown weapon with a 10' range increment: the snowball carries residual magic from the caster that allows it to deal cold damage, but only the caster is attuned to a snowball well enough to throw it with perfect accuracy and at incredible range.
Eternal: As above, but the spell does not deal the additional d8s of damage, and the range is Close (25' + 5'/2 levels).
Cold Snap [Cold, Eternal]
Level: Eternal 3, Jotunnskyn 3
Casting Time: 1 standard action
Range: Long (400' + 40'/level)
Area: 20' radius burst
Duration: Instantaneous
Saving Throw: Fortitude half
Spell Resistance: Yes
With a quick motion and a snap of your fingers, the temperature of an area of your choosing within range plummets. Creatures in the area take 1d6 points of cold damage per caster level (maximum 10d6). A successful Fortitude save halves the damage.
Unprotected, non-magical liquids inside the area freeze solid. Non-magical fires are extinguished. Magical fires and liquids receive a saving throw to resist being extinguished or frozen (as appropriate). Fragile materials or those susceptible to low temperatures (such as plants or glass) may break or wither, at the DM's discretion.
Eternal: As above, except the range is Close (25' + 5'/2 caster levels) and the area is reduced to a 10' radius burst.
Icy Clutch [Cold]
Level: Jotunnskyn 3
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Fortitude partial
Spell Resistance: No
Your successful melee touch attack deals 2d4 points of cold damage per caster level (maximum 20d4). A creature touched in this way must make a Fortitude save or be rendered exhausted for one round and fatigued for one additional round per Caster Levels (minimum one round).
Spray of Ice [Cold, Eternal]
Level: Eternal 4, Jotunnskyn 4
Casting Time: 1 standard action
Range: Close (25' + 5'/2 levels)
Target: Up to one creature per missile, no two of which can be more than 15' apart
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
You create one splinter of ice per three caster levels and spray them towards your opponents. You must succeed on a ranged touch attack to hit an opponent with a splinter of ice. An opponent struck by a splinter takes 2d8 cold damage plus 1 cold damage per caster level. In addition, if you hit a single target with more than one splinter, you may also attempt to bull-rush your opponent. The shard attempts a bull-rush with a total bull-rush modifier equal to your Caster Level. For each splinter beyond the second that strikes your target, you gain a +2 bonus on your bull-rush attempt.
Eternal: As above, except you only fire one missile and it always attempts to bull-rush.
Crystallize [Cold, Eternal]
Level: Eternal 5, Jotunnskyn 5
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: One round/level
Saving Throw: Fortitude partial or Fortitude and Reflex partial
Spell Resistance: Yes
This spell has different effects if it is used on a living or a nonliving creature.
If used on a living creature, the touched creature must make a Fortitude save or be encased in ice and paralyzed for the duration of the spell. In either instance, the touched creature takes 3d6 points of cold damage per round for the duration of the spell from their blood freezing in their veins.
If used on a nonliving creature, the spell functions as above but does not deal ongoing damage. Instead, the creature must make a Reflex save each round or be immobilized.
Eternal: This spell immobilizes its target on a failed Fortitude save. Regardless of the save's outcome, the touched creature takes 1d6 points of cold damage per two caster levels.