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Chardin's Codex of Cold

Chardin's "the Great Magician" Codex of Cold is a regular spellbook with the following spells: Resistence, Ray of Frost, Endure Elements, Obscuring Mist, Freezing Hands,Chill Touch, Ice Needles, Improved Ray of Frost, Resist Elements, Protection from Elements, Forest Gnome's Freeze Tag, Icy Bolt, Summon Monster III, Ice Storm, Ice Trap, Wall of Ice.
The spell book is enchanted with a Chill trap Damage 1d4+8 [DC29]

.
Special Spells:
Freezing Hands
Forest Gnome Freeze Tag
Ice Needles
Improved Ray of Frost
Icy Bolt
Chill Trap

Freezing Hands
Transmutation [Water]
Level: Water 1, Sor/Wiz 1

A thin sheet of coldness shoots from caster's hands. Any creature in the area takes 1d4 per level [max 5d4].
note: mine's not very imagitive, it's just a cold version of the PHB Burning Hands.
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Forest Gnome's Freeze Tag
Evocation
Level: Water 3, Sor/Wiz 3
Components: V
Casting Time: 1 action
Range: Close (25 ft+5/2 lvl)
Target: One creature
Duration; 1 min/ lvl
Saving Throw: Ref negates
Spell resistance: Yes

This spell is similar to Hold Person but only in its end result. By means of this spell, the target is frozen in place by a thin icy force. The icy force is not harmful, but it isn't fun. The target is frozen in place by the icy force for the duration of 1 min per level of caster. A target may be "thawed" by causing 1 point of heat or fire damage to the target. This damage does harm the target if they are vulnerable to such elements. The spell can be foiled by any magics that prevent ice/ cold damage equal to 1 point per level of caster.
For example: Endure Elements [Cold] will protect against a 5th level caster but not a 6th caster. [Some Dm's may want to invoke a 1 min lessen by 1 pt resistance thus in the previous example, the target protected by an endure elements [cold] spell would only be effected for 1 min. instead of 6 minutes.]
[author's note: I "stole" this idea out of which way book about a wizard and warrior. I can't remember who wrote it, but it was a good children's book.]
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Ice Needles
Level: Sor/Wiz 2
Components: V,S
Casting time: 1 action
Range: Close (25 ft+ 5ft/2 lvls)
Area: Several creatures within 30 ft.
Duration: Instantaneous
Saving Throw: Ref half
Spell resistance: yes

This spell creates a bluish-white radiance that freezes the air into small unnaturally hard, sharp shards then spews them outward. The shards can be focused two ways. The first is a cone like fashion. The spell does 1d4 pt of damage [half are cold, half are piercing damage.] [Max. damage of 10d4]. The caster can focus in a 360' in which the damage is 1d4 per two levels [round up] Max damage of 5d4]. The caster can decide which version when casting the spell. Note: the icy needles may cause damage to fragile items, but most normal items: longswords, walls, trees are uneffected. Note also that creatures immune to ice/cold or piercing damage are immune to this spell i.e., skeletons.
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Improved Ray of Frost
Conjuration (creation)[cold]
Level: Sor/Wiz 2
Components: V,S
Casting Time: 1 Action
Range: Close (25 ft. + 5ft/ 2 lvls)
Effect: Ray
Duration: Instantaneous
Saving Throw: Ref half
Spell Resistance: Yes
A ray of freezing air and ice porjects from the caster's digit [or left eye] The caster must succeed with a ranged attack to deal damage to attacker. The ray deals 1d4 ice/cold damage per level of caster [10d4 max].
[note: Dragon Annual #5 came out after I "created" this spell. Use either one.]
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Icy Bolt
Conjuration (creation) [Cold]
Level: Sor/Wiz 3
Cold version of Flame bolt. Icy normal bolts do half level in additional damage. Icy Bolts do 4d6 of cold damage (Reflex save for half.) Additional bolts every 4 levels. Material Component A silver of ice or drop of melted snow.
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Chill Trap
Abjuration [Cold]
Level Drd 2, Sor/Wiz 4
Components: V,S,M
Casting Time: 10 minutes
Range: Touch
Duration: Permanent until discharged
Saving Throw: Reflex half
Spell Resistance: Yes
Chill Trap creates a cyan blast of intense cold when an intruder opens the item that trap wards. See Fire Trap for details on what and how an item can be warded. The icy blast is 5ft radius and does not harm the object [although it might harm nearby objects.] The damage is 1d4 +1 points per level of caster [at least 7, max of +20.] Material Components for this spell are diamond dust [at least 25 gp worth]. Attuning the trap requires a hair or similar object from the person.
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