PDA

View Full Version : [d20r, Spells] Cold Spells



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.

Amechra
2013-09-14, 12:23 PM
Man, where have you been? I was under the impression that D20r died a while ago; obviously this isn't the case, so...

I take it the Eternal line references something that allows you to use the spell at-will?

Fax Celestis
2013-09-14, 01:27 PM
Man, where have you been? I was under the impression that D20r died a while ago; obviously this isn't the case, so...
I have a two year old and a full-time job, so d20r is something I work on in my spare time.

I am currently finishing up the wizard.


I take it the Eternal line references something that allows you to use the spell at-will?

Correct.


Eternal Magic [Arcane]: As wizards develop their powers, they begin learning the advantages of having a few specific spells prepared. Starting at 4th level, a wizard may prepare spells in eternal slots, indicated by the +1 on the spells prepared per day table.

Eternal spell slots are prepared as a wizard refreshes their spells. Any spell in an eternal slot can be used, in a weakened form, as an at-will power. A wizard uses his normal spells known to determine what eternal spells he can prepare. He must prepare spells before casting them. To ready or cast an eternal spell, a wizard must have an Intelligence score equal to at least 10 + the spell's level. The Difficulty Class for a saving throw against a wizard's eternal spell is 10 + the spell level + the wizard's Intelligence modifier.

Once readied, he may cast the readied spells as frequently as he likes. However, spells readied in this fashion must be spells that have the [Eternal] descriptor, and any spell cast this way uses its eternal effect, rather than its standard one: see the individual spell descriptions for details.


Spellcasting [Arcane, Progressing]: A sorcerer casts arcane spells, which are drawn from the sorcerer spell list. He must prepare spells before casting them. To ready or cast an eternal spell, a sorcerer must have a Charisma score equal to at least 10 + the spell's level. The Difficulty Class for a saving throw against a sorcerer's spell is 10 + the spell level + the sorcerer's Charisma modifier. In addition, he receives bonus readied spells per day if he has a high Charisma score. A sorcerer may only ready a spell that he has selected as one of his spells known.

Unlike many other spellcasters, a sorcerer's magic is virtually limitless. Once readied, he may cast the readied spells as frequently as he likes. However, spells readied in this fashion must be spells that have the [Eternal] descriptor, and any spell cast this way uses its eternal effect, rather than its standard one: see the individual spell descriptions for details.

Fax Celestis
2013-09-15, 12:09 AM
A new one.

Permafrost [Cold]

Level: Jotunnskyn 8
Casting Time: 10 minutes
Range: 0'
Area: 100'/level radius spread, initially centered on you
Effect: Early onset of winter
Duration: 1 hour/level
Saving Throw: Fortitude negates or partial; see text
Spell Resistance: Yes

The area surrounding you when you cast this spell plummets into an early winter. The temperature drops to between 0 and 20 degrees (F), and a light snow begins to fall. 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. After the initial casting of this spell, lighting a fire within the spell's area requires a DC 15 Survival check.

Spells or abilities with the [Fire] descriptor are weakened, dealing half their normal damage (round down, minimum one point of damage per die). Spells or abilities with the [Fire] descriptor that do not deal damage have their durations halved. Spells or abilities with the [Cold] descriptor are empowered, dealing one and a half times their normal damage. Spells or abilities with the [Cold] descriptor that do not deal damage instead have their durations doubled.

Living creatures within the spell's area take 1 points of cold damage per round from the biting cold and are slowed (as the spell). A successful Fortitude save negates this damage. Creatures with the (Fire) subtype (living or not) instead take 1d4 points of cold damage per round and are slowed. A successful Fortitude saving throw in this case does not negate the damage, but does negate the slow effect. In any case, a creature with Spell Resistance rolls to resist the spell once per minute they remain within the spell's area: successfully resisting the spell negates the spell's effects for that minute, and a new Spell Resistance check must be made the following minute.

Morty
2013-09-15, 04:18 PM
Well, I'll be. I also thought d20r was dead, which was a shame, since it was one of the most promising d20 projects. I'm glad to see it back.

As for the spells, they look pretty good. Though it's hard to properly judge without a wider context of how the wizard class works. Permafrost looks a bit more story-oriented and cinematic than D&D spells usually are.

Fax Celestis
2013-09-15, 08:35 PM
Spreading Frost [Cold]
Level: Jotunnskyn 6
Casting Time: 1 standard action
Range: Close (25' + 5'/2 levels)
Area: up to one 10' cube/level, all continuous
Duration: 1 round/level
Saving Throw: Fortitude partial; see text
Spell Resistance: No
Upon casting this spell, you choose a 10' cube: a powerful frost accompanied by a significant loss in temperature saps the area. Creatures within the area and that start their turns inside the spell's area are dealt 5d6 cold damage and must make a Fortitude save or be immobilized. Squares affected by this spell are considered difficult terrain.
Once per turn, on your turn as a free action, you may spread the frost zone by designating another 10' cube to include in the spell's area of effect. Area added to the frost zone in this fashion must be contiguous with an existing part of the frost zone.
Cold spells cast from within the frost zone increase their save DCs by 1.