Archive for Enupnion Keep on Dreaming
 


       Enupnion Forum Index -> Arts and Crafts
Lykan

Some Subzero Spells

Brain Freeze
Transmution (Cold)
Level: sorcerer/wizard 1
Components: V, S
Casting Time: 1 Standard Action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One Living Creature
Duration: 1 min./level
Saving Throw: Fortitude Negates
Spell Resistance: Yes

Frost gathers around the targetís head as piercing cold pervades their mind.

If the target of this spell fails a Fortitude Save, a biting cold within their own head hampers their ability to focus, imposing a -2 Penalty to their Will Saves and a -5 to any Concentration checks. Creatures with the Fire subtype take a -4 penalty to their save against this spell, and creatures Immune to Cold damage do not suffer itís effects.

Frost Snap
Abjuration (Cold)
Level: sorcerer/wizard 2
Casting Time: Full-round action
Range: Touch
Target: One Creature or Object
Duration: Instantaneous
Saving Throw: Fortitude Negates
Spell Resistance: Yes

Upon mental completion of this spell, you emit a burst of cold which coats whatever you touch in a layer of ice.

When you complete this spell, any object you touch loses 2d4 points of hardness and lowers its Break DC by 2d6. If you target a creature with this spell, it takes 1d4/level (maximum 10d4) of Cold damage. If the creature is Grappling you it must make a Fortitude Save or cease grappling you. If the creature has swallowed you through the Swallow Whole ability (or a similar ability) it must make a Fortitude save or expel you from itís body. Creatures Immune to Cold damage are immune to the effects of this spell.

Benumb (a.k.a. Salome's Glare)
Evocation (Cold)
Level: sorcerer/wizard 3
Components: V, S
Casting Time: 1 Standard Action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One Living Creature/ 3 Levels
Duration: 1 min./level
Saving Throw: Fortitude Negates
Spell Resistance: Yes

The target of the spellís body shifts to a more pale blue color as they lose feeling all over their body.

Targets that fail a Fortitude Save begin to grow numb, causing them to take a -2 Penalty to Melee Attacks and Damage, as well as a -4 Penalty to make and resist Bull Rush, Disarm, Overrun, and Trip attempts, and a -4 Penalty to Grapple checks. Lastly, the target takes 1d6 Dexterity Damage. Creatures Immune to Cold Damage are immune to the effects of this spell.

Cryopathy
Transmution (Cold)
Level: sorcerer/wizard 4
Components: V, S
Casting Time: 1 Standard Action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One Living Creature
Duration: Instantaneous
Saving Throw: Fortitude Partial; see text
Spell Resistance: Yes

Painful spots of dead black flesh appear all over your foe.

The target of this spell takes 1d6/2 levels (max 10d6) Cold Damage and must make a Fortitude Save or take -4 penalty to Attack, Ability and Skill Checks with Physical Abilities (Strength, Dexterity, and Constitution). Removing the penalty requires a Heal Check DC 15 (DC 18 in a Cold Environment) or a Restoration or Greater Restoration Spell.

Snowblind Shield
Abjuration (Cold)
Level: sorcerer/wizard 5
Components: V, S
Casting Time: 1 Standard Action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One Creature
Duration: 1 min./level
Saving Throw: Fortitude
Spell Resistance: Yes (Harmless)

On completion of the spell, the target is surrounded by a whirling field of glistening ice crystals. To you and your allies, this effect is merely a dazzling display of light reflecting off of the floating shards, but to your enemies, the effect is blinding.


When you complete this spell, an aura of spinning ice crystals causes enemy creatures within 10 ft. of the target to take 5d6 Cold damage and 5d6 Slashing damage per round until the exit the area of the effect. When the target is in an area of Bright Light, creatures within 40 ft. must make a Fortitude Save or be permanently Blinded. The radius of this effect is reduced to 20 ft. in Shadowy Illumination, and does not function in total darkness. The target of this spell is immune to damaging spells with the Light descriptor, Prismatic Spells and Effects, and abilities the focus primarily on Light.

Mephistoís Hellfrost
Evocation (Cold, Evil)
Level: sorcerer/wizard 6
Components: V, S
Casting Time: 1 Standard Action
Range: Long (400 ft. + 40 ft./level)
Duration: Instantaneous
Saving Throw: Fortitude Partial
Spell Resistance: No

On completion of the spell, a bluish-black wind streaks toward the target, freezing it to the core.

The target of the spell takes 1d6 damage per level (maximum 20d6), is Immobilized for 5 Rounds, and takes 2d6 Dexterity and Constitution Damage. A successful Fortitude Save halves the damage and negates the Immobilization. Creatures with the Fire subtype take x1.5 damage, and take a -4 Penalty to their save against this spell.

Gelid Thicket
Conjuration (Cold)
Level: sorcerer/wizard 7
Components: V, S
Casting Time: 1 Standard Action
Range: Medium (100 ft. + 10 ft./level)
Area: 10 square feet/level
Duration: 10 minutes/level
Saving Throw: Reflex Negates, Fortitude Partial
Spell Resistance: No

Ice spines erupt from the targeted area, piercing the flesh of the unlucky souls happening to occupy it and pinning them to the spot.

This spell creates an area of deathly sharp blades of ice which serve to slice creatures apart as well as hindering otherís progress. Creatures caught in the area when the spell is cast must make a Reflex Save or take 3d6 Constitution damage and 8d6 Piercing and Slashing damage, cannot move from their space or take more than a single Move or Standard Action per round, and must make a Fortitude Save to avoid being Stunned for 1d4+1 rounds.

Each round the targets take 2d6 more Piercing and Slashing damage until they break free, by either making a Strength Check DC 30 as a Standard Action, or dealing 40 Damage to the ice in the square they occupy (Hardness 8, Fire x1.5 Damage, Sonic and Electricity x1 [sonic ignores hardness], x.25 Acid Damage). Trying to escape via Strength Check, Attacking, Casting a Spell with Somatic components, or any other action that requires a gratuitous amount of movement deals an additional 2d6 Piercing and Slashing damage to the target.

The area of this effect is considered Difficult Terrain for the purpose of movement, and requires a Dexterity Check DC 10 or take 2d6 Piercing and Slashing damage.

Gelunex
Transmution (Cold)
Level: sorcerer/wizard 8
Components: V, S
Casting Time: 1 Standard Action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One Living Creature
Duration: Instantaneous  
Saving Throw: Fortitude Partial; see text
Spell Resistance: Yes

Lines of blue crisscross your foeís skin, causing them to screech in pain as ice crystals burst through their flesh.


Your opponentís blood (or any other bodily fluids) freezes solid, forcing them to make a Fortitude Save or die instantly. Creatures with the Fire Subtype take a -4 to this Check. Creatures that make the save instead take 2d6 Dexterity and Strength Damage, 10d6 Cold Damage, and have their speed reduced by half for 10 minutes. Creatures immune to Cold damage are immune to the effects of this spell.

Vanargand
Transmution (Cold, Polymorph)
Level: sorcerer/wizard 9
Components: V, S, F
Casting Time: Full-Round Action
Range: Personal
Duration: 1 round/level

With the final words of the spell spoken, your hands grow into sharp claws, and your face grows outwards into a fanged canine muzzle as white fur erupts all over your form, and you almost quadruple in size. Cold power can be felt surging through your new lupine form.

Upon completing this spell, you turn into a lupine creature of great magical and physical power. You gain the following benefits upon transformation:

= Growth of up to two Sizes larger, to a maximum of Colossal
= +20 Strength, +10 Dexterity, and +16 Constitution
= +10 to Natural Armor
= +100 Bonus Hit Points
= +50 ft. to your base land Speed
= DR 10/Ė
= The Scent special quality
= Immunity to Cold Damage
= Resistance to Electricity and Fire 15
= Base Attack Bonus equal to your HD
= Cold Spells are cast at +5 CL (excluding this one), and with +5 to their DC
= Primary Bite attack and two Secondary Claw attacks, which deal 3d6 damage and 2d6 damage respectively, plus an additional 2d6 Cold Damage. If you already have a Bite or Claw attack, increase its damage by two steps instead.
= The ability to Trip as a Free Action after a successful Attack
= The ability to unleash a blast of unearthly cold once every 1d4 rounds as a Free Action in a 30 ft. Cone, which deals 10d6 Cold damage to those caught in the effect. A successful Fortitude Save (DC 10 + Half your HD + Constitution Bonus) halves this damage.
= +10 Competence Bonus to Spot, Move Silently, and Listen Checks, and a +15 Bonus to Hide Checks.
= 50% Concealment in Snowy areas or Cold Environments.
= Benefit of the Multiattack, Power Attack, and Spring Attack feats, even if you do not meet the prerequisites

Unlike other spells with the Polymorph subschool, this spell allows for limited spellcasting ability. Only Conjuration, Evocation, or Transmution schools, or the Cold descriptor are able to be used in this form. Spells with Fire descriptor cannot be used in this form, even if they are of the aforementioned schools.

Focus: The Fang of a maximum HD Winter Wolf (3,500 Gp).

***

Some spells I was commissioned to make by PhoeKun of the GITP forums.

Two things: One, Gelid Thicket is my absolute favorite out of all of these (despite Vanargand's wolfish nature) due to its pure wickedness, and two, I need a better name for the Chillburst spell. It just doesn't convey what the spell does very well, and I've been hard pressed to find something that fits.
The Herald

Well, for starters, I would change chillburst's school to transmutation. Secondly, I would put a duration on the hardness- and break DC-lowering effect. Thirdly, for the name... cold snap is already taken I think. ((Yup, Spell Compendium))

Frost snap, perhaps?
Lykan

Yeah... I know it's not quite Abjuration... But it was part of my homebrew requirements to get some Abjuration spells here. >.>

*goes to switch it*

Cold Snap, Frost Snap... Eh, there's already a Frostbite spell and I have Cryopathy here, why not.

Thanks Iames. ^_^
The Bushranger

Ooooooh, cold spells!

Hmm, none of them would work for a spellwarp sniper...otherwise Erin's spellbook would be getting a modification. Wink
The Herald

So while I'm here, I'll toss in a plug for my own homebrew spell posted here in this forum...

       Enupnion Forum Index -> Arts and Crafts
Page 1 of 1
Create your own free forum | Buy a domain to use with your forum