Difference between revisions of "Fimbulvetr (3.5e Spell)"

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|lvl=Hellrime 9, Sorcerer/Wizard 9
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|lvl=[[Boreal (3.5e Cleric Domain)|Boreal]] 9, [[Hellrime (3.5e Cleric Domain)|Hellrime]] 9, Druid 9, Sorcerer/Wizard 9
 
|comp=V, S  
 
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''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.''
 
''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 [[SRD:Saving Throw#Fortitude|Fortitude]] save or be permanently frozen solid. Frozen creatures are rendered inert and do not age. They are not dead, but do not appear to be alive when viewed with spells. If struck 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.  
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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 die. Creatures killed in this way are encased in a block of solid ice covering the space that creature occupies. This block has 3 hit points per caster level, and an AC of 5 + the target's size modifier. Melee attacks against it automatically succeed, and fire deals full damage to it. Once the block has been reduced to 0 hit points, the target's body is freed from the ice, but must be returned to life through other methods.
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On a successful save targets instead, take 5 points of cold damage per caster level and are ''[[SRD:Slow|slowed]]'' for 1 round per level of the caster.  
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Creatures with immunity to [Cold] effects do not take damage and are not slowed by this spell, but may still be trapped on a failed Fortitude save. Creatures trapped in such a way are helpless and do not have line of effect with the outside. If not freed, they may die of asphyxiation or starvation if possible.
  
On a successful save targets instead take 10 points of cold damage per caster level and are ''[[SRD:Slow|slowed]]'' for 1 round per level of the caster.
 
 
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{{3.5e Druid Spells Breadcrumb}}
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{{3.5e Sorcerer/Wizard Spells Breadcrumb}}
 
{{3.5e Sorcerer/Wizard Spells Breadcrumb}}
 
[[Category:3.5e]]
 
[[Category:3.5e]]

Latest revision as of 00:15, 19 June 2017

Homebrew.png
Author: ThunderGod Cid (talk)
Date Created: June 28, 2011
Status: Complete
Editing: Clarity edits only please
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 Ratings for this homebrew:
Average:
3.8
/ 4

 3 users favored it (4/4).
 1 users liked it (3/4).
 0 were neutral on it (2/4).
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 0 users opposed it (0/4).

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Fimbulvetr
Evocation [Cold]
Level: Boreal 9, Hellrime 9, Druid 9, Sorcerer/Wizard 9
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 die. Creatures killed in this way are encased in a block of solid ice covering the space that creature occupies. This block has 3 hit points per caster level, and an AC of 5 + the target's size modifier. Melee attacks against it automatically succeed, and fire deals full damage to it. Once the block has been reduced to 0 hit points, the target's body is freed from the ice, but must be returned to life through other methods.

On a successful save targets instead, take 5 points of cold damage per caster level and are slowed for 1 round per level of the caster.

Creatures with immunity to [Cold] effects do not take damage and are not slowed by this spell, but may still be trapped on a failed Fortitude save. Creatures trapped in such a way are helpless and do not have line of effect with the outside. If not freed, they may die of asphyxiation or starvation if possible.


Back to Main Page3.5e HomebrewClass Ability ComponentsSpellsDruid

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ThunderGod Cid's Homebrew (374 Articles)
ThunderGod Cidv
Article BalanceVery High +
AuthorThunderGod Cid +
ComponentV + and S +
DescriptorCold +
Identifier3.5e Spell +
LevelBoreal 9 +, Hellrime 9 +, Druid 9 + and Sorcerer/Wizard 9 +
RangeOther +
Rated ByTarkisflux +, MisterSinister +, Surgo + and Quey +
RatingRated 3.8 / 4 +
SchoolEvocation +
SummaryYou summon air so cold it freezes targets solid. +
TitleFimbulvetr +