Spells Supplement: Water and Cold Theme
Cold Crystal Helix
School conjuration [cold, creation]; Level adept 1, arcanist 1, bloodrager 1, druid 1, magus 1, occultist 1, shaman 1, sorcerer 1, summoner 1, witch 1, wizard 1
Casting
Casting Time 1 standard action
Components V, S
Effect
Area 15-foot line on solid ground
Effect a blast of cold and a frosty trap
Duration until the end of your next turn (for both effects)
Saving Throw Reflex negates, then none; Spell Resistance no
Description
A sharp blast of cold extends along solid ground in a 15-foot line from you, entangling the first creature in its path and rooting it in place, Reflex negates. If the final space is unoccupied, a fragile helical structure of ice shoots up from it. Creatures that move into the space shatter the structure and take 1d6 cold damage per 2 caster levels (max 5d6). The helix breaks upon receiving any damage (5 AC) or at the end of the spell’s duration.
Cold Impulse
School evocation [cold]; Level arcanist 2, bloodrager 2, magus 2, sorcerer 2, witch 2, wizard 2
Casting
Casting Time see text
Components V, S
Effect
Area see text
Effect a blast of piercing or cold damage in variable area
Duration see text
Saving Throw Fortitude, see text; Spell Resistance yes
Description
This spell’s area depends on the action spent to cast it and affects all creatures within the area. You may exclude yourself from its effects. Upon casting, you select either cold or piercing damage. When selecting cold damage, you drain the heat from the area and deal 1d4 damage per caster level to affected creatures (max 10d4), Fortitude halves. When selecting piercing damage, you cause shards to pierce affected creatures’ extremities, dealing 1d4 damage per 2 caster levels (max 5d4) to targets and entangling them for 1 round (preventing movement); Fortitude negates.
Immediate action: a 5-ft square area adjacent to you.
Move action: all adjacent spaces.
Standard action: all adjacent spaces plus one space within 10 feet.
Full-round action: all spaces within 10 feet.
Conjured Stream
Source Lynte Homebrew
School conjuration [creation, water]; Level druid 3, shaman 3, sorcerer 3, summoner 3, witch 3, wizard 3
Casting
Casting Time 1 standard action
Components V, S, M (50 gp riverstone/quartz or 50 gp pearl)
Effect
Range 5 feet
Duration concentration up to 800 gallons or 100 cubic feet or 1 minute per level, then 24 hours.
Saving Throw none; Spell Resistance none
Description
You conjure a large amount of water, generating a hefty 160 gallons (around 20 cubic feet) of water per round (800 gallons or 100 cubic feet per minute). The water pours out from within range at low pressure, with the same space limitations as create water. Though it may push or drown, the spell alone is generally harmless to tiny or larger creatures. The conjured water lasts for 24 hours after the spell, draining itself away back into the plane of water at the same speed it was conjured.
Using a riverstone or quartz grants fresh water, while using a pearl conjures seawater. Other similarly priced material components may conjure different types of water, such as brackish or well water.
Rime-Fang Spirit Wolf
Source Lynte Homebrew
School evocation [cold]; Level arcanist 4, druid 4, magus 4, occultist 4, shaman 4, sorcerer 4, witch 4, wizard 4
Casting
Casting Time 1 standard action
Components V, S, M
Effect
Range close (25 + 5 ft./2 levels)
Duration 5 rounds
Saving Throw Fort partial; Spell Resistance yes
Description
This spell materializes two medium-sized ephemeral wolves of frost on spaces adjacent to you. They can run or fly 45 ft. each round, taking their actions at the end of your turn. They hunt down targets as you direct, will always attempt attacks of opportunity against enemies, and are able to see invisibility. They attack against touch AC, using your caster level as BAB and dealing 2d6 cold damage on a hit. Against targets that haven’t been struck by the same casting, the cold damage is increased by 1d6 for every 2 caster levels (max 5d6 at 10th level).
The wolf dissolves into the target’s body upon striking, causing a chilling cold. The target then suffers the entangled condition for the remaining duration of the spell, or until it receives any amount of fire damage. Creatures struck by a wolf may take a Fort save to halve the damage and negate the entangled effect.
The wolves have no hitpoints (dissipating once struck) and 12 touch AC.
At 10th level, you may summon 2 additional wolves as a swift action on the next round. At 15th level, you may do this again on the third round of the spell, allowing you to summon up to 6 wolves in 1 casting. Against a single target, the maximum cold damage is 5d6 + 2d6 per wolf = 17d6 at 15th level.
Ephemeral I: Ephemeral creatures dissipate at the end of the spell’s duration, after successfully hitting or after being hit, whichever comes first.
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