Custom Cryomancy Spells
Ice Scimitar (Conjuration)
Components: V, S
Duration: 4 rounds + 1 round/level
Casting Time: 1
Area of Effect: Special
Saving Throw: None
Also known as Blizzard Scimitar this ancient spell is popular amongst Blizzards (ice wizards) in Korovia and dates back to the early bronze age when the spell was first created, after the First Demon War. The spell conjures a magical scimitar made of para elemental ice (para elemental ice is immune to melting) and imbues the caster temporarily with the proficiency skill to wield it. (And only it. It does not confer the ability to use all scimitars.)
The razor sharp ice scimitar deals 2d4 damage per hit, counts as a magical weapon, and can parry (or be parried) by spells like Flame Blade. It deals a combination of ice and slicing damage, but can also be used to pierce or stab opponents and objects. Creatures composed of fire or mostly of fire take an additional 1d4 cold damage when hit by the ice scimitar.
Someone under the effects of a Resist Cold (or similar protection) suffers 1 point less damage.
If a Blizzard casts this particular spell and has successfully gone through all three transformation rituals to become a full Blizzard then the duration of the spell lasts twice as long.
Unlike many cryomancy spells which often require a bit of ice or snow to cast, this spell does not require any such material components. It is considered by cryomancers and Blizzards to be "a staple spell" which can be useful in a variety of situations.
This particular spell appears in Charles Moffat's March 2020 book: "The Blizzard's Daughter" which is available in paperback and ebook formats.
More Cryomancy Spells
The following spells are from a third party source: Dragon Magazine
Chill (Evocation)
1st level
Range: 30’
Components: V S
Duration: 2-5 rounds
Casting Time: 1
Area of Effect: One creature
Saving Throw: Negates
This spell creates an area of intense cold around the target, causing it to shiver regardless of how much clothing or fur is worn. For the duration of the spell, the target moves at half-speed and suffers a -2 penalty on attack and damage rolls provided he fails a saving throw vs. magic. An interesting side-effect of the chill spell is that, if it is cast on a target under the effects of a chill metal spell, the target suffers a -2 penalty on Armor Class as well. Note that a resist cold spell (or any other related protective magic) prevents this from working.
Snow Tread (Alteration, Enchantment)
2nd level
Range: 10’
Components: V, S, M
Duration: 1 hour per level
Casting Time: 5
Area of Effect: One creature per level
Saving Throw: None
This rather simple but valuable spell allows those affected to tread through snow without fear of slipping and at their normal movement rate, thus making it possible for the recipients to travel through terrain covered with ice and snow without being bogged down (ignore modifiers for snow when determining the daily movement rate for the party, including the approximate time needed to complete the trip). Another benefit offered by this spell is that it makes it harder for others to follow the party, for it magically brushes snow into the tracks behind them (-3 penalty on top of all other tracking modifiers). Up to five creatures can be affected by the snow tread spell, plus one additional creature per level of the caster over 5th level (a total of 10, maximum). The material component of the spell is the snow or ice that is to be traversed, in which the caster traces the last words of the spell (a sure sign that the spell is in effect is that the traced words are swept away by its magic).
Freezefire (Alteration)
3rd level
Range: 5’ per level
Components: V, S
Duration: Special
Casting Time: 3
Area of Effect: Special
Saving Throw: Special
Freezefire is an unusual spell that allows the caster to freeze one or more fires within range, whether natural or magical, into inert blue ice, thus allowing it to be touched or handled without harm. Up to one 5’ x 5’ sphere of flame (normal or magical) is transformed into blue ice for every four experience levels, and its duration is permanent with regard to normal fire. As for magical fire,it is affected in the following ways: If it hasn’t manifested yet (e.g., a fireball flying through the air), it stays inert for 3-5 rounds (the aforementioned fireball would fall to the ground as a lifeless lump of ice and sulfur); If the magical fire is already in effect (e.g., a wall of fire),the spell causes it (or a part of it, if it is too large for the caster to affect completely) to turn to blue ice for the space of 1 round per level of the caster. While frozen, it can be physically touched,even broken, without ruining the spell. Thus, part of a wall of fire that has been frozen could be broken down and one could pass through unscathed, while the frozen lump that was a fireball could be picked up and thrown a few rounds later for the usual effects. It doesn’t affect fire-based spells of 5th level or higher, nor does it prevent a dragon or chimera from breathing flame unless it was cast1 round previously. In that case, the creature is allowed a saving throw vs.spell to resist its effects, and, if the save is failed, it is unable to breathe flame for 2-3 rounds.
Ice Claws (Conjuration, Evocation)
3rd level
Range: 0
Components: V, S, M
Duration: 1 round per level
Casting Time: 3
Area of Effect: The caster
Saving Throw: None
Casting this spell brings into being a disembodied pair of icy, clawed hands,totally under the control of the caster.The caster can attack twice per round with these claws as a fighter half his level, causing 1-3 hp damage each plus an additional 1-4 hp cold damage (those with resistance to cold suffer no additional damage from the cold). They can be used to attack someone up to 30yards away from the caster, and on a natural roll of 20 the claw(s) have secured a hold on the target, causing automatic claw and cold damage every round thereafter. The material component of this spell is a pair of crystal claws connected to a small brass chain, all of which is worth 5 gp.
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