Ice Savant Spell List

CHILLING SPRAY Spell 1


 * COLD
 * EVOCATION

Traditions: arcane, primal

Cast: 2 actions somatic, verbal

Area: 15-foot cone

Saving Throw: Reflex

A cone of icy shards bursts from your spread hands and coats the targets in a layer of frost. You deal 2d4 cold damage to creatures in the area; they must each attempt a Reflex save.

Critical Success The creature is unaffected.

Success The creature takes half damage.

Failure The creature takes full damage and takes a –5-foot status penalty to its Speeds for 2 rounds.

Critical Failure The creature takes double damage and takes a –10-foot status penalty to its Speeds for 2 rounds.

Heightened (+1) The damage increases by 2d4. ARMOR OF FROST Spell 1


 * COLD
 * ABJURATION

Traditions: arcane, primal

Cast: 2 actions somatic, verbal

Targets: Self

A protective magical force surrounds you, manifesting as a spectral frost that covers you and your gear. You gain 5 temporary hit points for the duration. If a creature hits you with a melee attack while you have these hit points, the creature takes 1d6 cold damage.

Heightened (+1) The temporary hit points increase by an additional +5, and the damage melee attackers take increases by an additional 1d6. RIME SLICK Spell 2


 * COLD
 * EVOCATION

Traditions: arcane, primal

Cast: 2 actions somatic, verbal

Range: 60 feet Area: 15-foot burst

Duration 1 minute

Saving Throw: Basic Reflex

You call down a chill wind. When you Cast this Spell, you deal 2d4 cold damage to each creature in the area (basic Reflex save). If a creature in the area critically fails its Reflex save and was standing, it also falls prone. You also create a layer of ice on all surfaces in the area, which become difficult terrain. Unattended objects in the area become slick with ice, and picking them up requires a successful Reflex save or Acrobatics check against your spell DC. The ice melts on any object that takes fire damage as well as in any square included in the area of a higher-level spell or effect with the fire trait.

Heightened (5th) The damage increases to 8d4 cold damage and the area is a 30-foot burst.

Heightened (8th) The damage increases to 14d4 cold damage and the area is a 60-foot burst. ICE KNIFE Spell 2


 * COLD
 * CONJURATION

Traditions: arcane, primal

Cast: 2 Actions somatic, material

Range: 60 feet Area: 5-foot burst.

Saving Throw: Basic Reflex

You form a deadly throwing blade of ice, and release it at a creature or location of your choice within range. Make a ranged spell attack against a creature, if it hits, the creature takes 1d10 piercing damage. Regardless of it hit or not, the ice knife then explodes, dealing 2d6 cold damage to all creatures within 5 feet of it's position should they fail a basic reflex save.

Heightened (+2): The Piercing damage increases by +1d10 and the cold damage increases by +2d6 HYPOTHERMIA Spell 3


 * COLD
 * EVOCATION

Traditions: arcane, primal, occult

Cast: 2 Actions somatic, verbal, material

Range: 60 feet,

Duration: 1 Minute

Saving Throw: Fortitude

You permeate the body of a single creature of your choice within range with a biting cold. On a failed save, the creature takes a -10 penalty to it's speeds, a -3 circumstance penalty to it's attack rolls, and takes 1d12 persistent cold damage for the duration. If the persistent damage is recovered from, the other effects of the spell also end. Creatures immune to cold damage are unaffected by any aspect of this spell.

Critical Success The creature is unaffected.

Success The creature receives a -5 penalty to it's speeds, a -1 circumstance penalty to it's attack rolls, but takes no persistent damage.

Critical Failure The creature takes double the persistent cold damage until the end of the effect.

Heightened (+2): The persistent Cold Damage increases by 1d12 SNOWSTORM Spell 3


 * COLD
 * AIR
 * EVOCATION

Traditions: arcane, primal

Cast: 2 actions somatic, verbal, material

Range: 20 foot emanation.

Saving Throw: Reflex

When you cast this spell, a violent blizzard manifests and spirals out from your position for a brief moment. Each creature in the area aside from yourself must make a reflex saving throw.

Critical Success The creature is unaffected.

Success The creature takes 3d6 cold damage.

Failure The creature takes 6d6 cold damage and is knocked prone

Critical Failure The creature takes 12d6 cold damage, is knocked prone, and stunned 1.

Heightened (+1): The persistent Cold Damage increases by 2d6 ICE STORM Spell 4


 * COLD
 * EVOCATION

Traditions: arcane, primal

Cast: 2 actions material, somatic, verbal

Range: 120 feet Area: 5-foot burst

Duration: 1 minute

Saving Throw: Basic Reflex

You create a gray storm cloud that pelts creatures with an icy deluge. When you Cast the Spell, a burst of magical hail deals 2d8 bludgeoning damage and 2d8 cold damage to each creature in the area below the cloud (basic Reflex save). Snow and sleet continue to rain down in the area for the remainder of the spell's duration, making the area difficult terrain, causing creatures in the storm to be concealed, and making creatures outside the storm concealed from those inside the storm. Any creature that begins its turn in the storm makes the save against the damage again. A creature can only be damaged by the storm once per round. If you Cast this Spell outdoors, you can create two non-overlapping clouds instead of one.

Heightened (+2) The initial bludgeoning damage and cold damage increase by 1d8 each, and the area of the burst increases by 5 feet. Conjure Frozen Warrior Spell 4


 * COLD
 * CONJURATION

Traditions: arcane, primal

Cast: 3 actions material, somatic, verbal

Range: 10 feet

Duration: 1 minute

You summon forth a humanoid figure conjured from ice and snow. Instilling within this creature a temporary facsimile of sentience, you are able to give the construct simple orders for a short time, treating it as a minion. The construct can understand any language you speak, but cannot speak itself. If the construct runs out of hit points, or if the spell's duration ends, the construct rapidly melts and is destroyed. The construct has the following statistics. CONE OF COLD Spell 5


 * COLD
 * EVOCATION

Traditions: arcane, primal

Cast: 2 actions somatic, verbal

Area: 60-foot cone

Saving Throw: Basic Reflex

Icy cold rushes forth from your hands. You deal 12d6 cold damage to creatures in the area.

Heightened (+1) The damage increases by 2d6. WALL OF ICE Spell 5


 * COLD
 * EVOCATION
 * WATER

Traditions arcane, primal

Cast 3 actions material, somatic, verbal

Range 120 feet Duration 1 minute

You sculpt a barrier of ice that blocks sight and, once shattered, freezes foes. You create either a 1-foot-thick wall of ice in a straight line up to 60 feet long and 10 feet high (the wall doesn't have to be vertical, but it must be anchored on both sides to a solid surface) or a 1-foot-thick, 10-foot radius hemisphere of ice. The ice that makes up the wall is opaque. If you wish, the wall can be of a smaller length, height, or radius. You must create the wall in an unbroken open space so its edges don't pass through any creatures or objects, or the spell is lost. Each 10-foot-by-10-foot section of the wall has AC 10, Hardness 10, and 40 Hit Points, and it's immune to critical hits, cold damage, and precision damage. A section also has weakness to fire 15; a section of the wall destroyed by fire melts, evaporating into water and steam. A section destroyed by means other than fire leaves behind a chilling mass of ice that is difficult terrain and deals 2d6 cold damage to any creature passing through it.

Heightened (+2) The Hit Points of each section of the wall increase by 10, and the cold damage dealt to creatures crossing a destroyed section increases by 1d6. GLACIAL PRISON Spell 6


 * COLD
 * EVOCATION

Traditions: arcane, primal

Cast: 3 actions somatic, verbal, material

Range: 30 feet

Duration: 1 Minute

Saving Throw: Fortitude

Crushing walls of ice entomb a creature of your choosing within range, entrapping them in a solid block of ice. The target must make a fortitude saving throw.

Critical Success The creature is unaffected.

Success The creature takes 5d10 cold damage.

Failure The creature takes 5d10 cold damage, and is incased within a thick, translucent block of ice. Until the end of the spell's duration, the target is restrained. The target takes 3d10 cold damage at the end of each of it's turns. The target may repeat the fortitude saving throw to break out of the ice at the end of it's turns, after the damage has been dealt. The block of ice can be broken by outside forces, it has an AC of 10, hardness 10, and 50 hit points. It has a weakness to fire 15. The target cannot be affected by attacks with physical properties, such attacks will instead damage the ice. Once the target is freed, the ice melts and the spell ends.

Critical Failure The creature takes 12d6 cold damage, is knocked prone, and stunned 1.

Heightened (+1) The damage increases by 1d10. FROZEN FORM Spell 6


 * COLD
 * TRANSMUTATION

Traditions: arcane, primal

Cast: 2 actions somatic, verbal, material

Range: Self

Duration: 10 Minutes

You transmute your body to pure ice, gaining immunity to cold and resistance 5 to all other forms of damage. But gain weakness 5 to fire. Your hard body grants you a +2 circumstance bonus to AC, but reduces your speeds by -5. The area around you freezes over, terrain within 5 feet of your position at any given time becomes frozen rough terrain for creatures other than yourself until the end of the spell's duration. Creatures who attack you with a melee weapon or attack automatically take 6 cold damage in retaliation. Creatures that enter within 5 foot of your position must succeed on a fortitude saving throw, being inflicted with Enfeebled 2 and Clumsy 2 for the spell's duration on a failed save. Or Enfeebled and Clumsy 4 on a critical failure. No effect on a success.