Difference between revisions of "Fimbulvetr (3.5e Spell)"
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With a blast of the coldest air imaginable, you force all within the area of effect to make a [[SRD:Saving Throw#Fortitude|Fortitude]] save or be permanently frozen solid. Frozen creatures are treated as in ''[[SRD:Temporal Stasis|temporal stasis]]'', but if struck (treat any attack against them as an automatic hit) their bodies shatter, preventing them from being raised by any means short of ''[[SRD:True Resurrection|true resurrection]]''. Because they are now practically crystalline objects, the victims of this spell may also be destroyed by a ''[[SRD:Shatter|shatter]]'' spell or similar sonic effect. | With a blast of the coldest air imaginable, you force all within the area of effect to make a [[SRD:Saving Throw#Fortitude|Fortitude]] save or be permanently frozen solid. Frozen creatures are treated as in ''[[SRD:Temporal Stasis|temporal stasis]]'', but if struck (treat any attack against them as an automatic hit) their bodies shatter, preventing them from being raised by any means short of ''[[SRD:True Resurrection|true resurrection]]''. Because they are now practically crystalline objects, the victims of this spell may also be destroyed by a ''[[SRD:Shatter|shatter]]'' spell or similar sonic effect. | ||
− | A successful save | + | A successful save does not totally save anyone hit by this spell. They instead take 10 points of cold damage per caster level and are ''[[SRD:Slow|slowed]]'' for 1 round per level of the caster. A creature with both spell resistance and a successful saving throw takes half damage and is ''slowed'' for half the normal duration. |
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Revision as of 17:15, 5 November 2012
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Evocation [Cold] | |
Level: | Hellrime 9, Sorcerer/Wizard 9 |
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Components: | V, S |
Casting time: | 1 standard action |
Range: | 60 ft. |
Area: | Cone-shaped burst |
Duration: | See text |
Saving Throw: | Fortitude partial |
Spell Resistance: | Yes |
All tribesmen of the North know the stories of the Frozen Army of Frostfell, said to once have been the mightiest force in the land before being decimated by the witches of the Inner Circle, who summoned the very snows themselves to engulf the men in ice. Most dismiss the legend as a tall tale meant to scare children into staying to the southern edge of the Tundra, but anyone who has seen this spell at work knows how very real the witches’ wrath was.
With a blast of the coldest air imaginable, you force all within the area of effect to make a Fortitude save or be permanently frozen solid. Frozen creatures are treated as in temporal stasis, but if struck (treat any attack against them as an automatic hit) their bodies shatter, preventing them from being raised by any means short of true resurrection. Because they are now practically crystalline objects, the victims of this spell may also be destroyed by a shatter spell or similar sonic effect.
A successful save does not totally save anyone hit by this spell. They instead take 10 points of cold damage per caster level and are slowed for 1 round per level of the caster. A creature with both spell resistance and a successful saving throw takes half damage and is slowed for half the normal duration.
Back to Main Page → 3.5e Homebrew → Class Ability Components → Spells → Sorcerer/Wizard
ThunderGod Cidv |
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Article Balance | Very High + |
Author | ThunderGod Cid + |
Component | V + and S + |
Descriptor | Cold + |
Identifier | 3.5e Spell + |
Level | Hellrime 9 + and Sorcerer/Wizard 9 + |
Range | Other + |
Rated By | Tarkisflux +, MisterSinister +, Surgo + and Quey + |
Rating | Rated 3.8 / 4 + |
School | Evocation + |
Summary | You summon air so cold it freezes targets solid. + |
Title | Fimbulvetr + |