Alteration-Evocation [water]
Level Magic-user 6
Components V, S, M
Casting Time 6 segments
Range See description
Area of Effect See description
Duration See description
Save See description
The spell creates one of three effects, all involving cold.
During the casting of the spell, the caster must choose between on of the following versions of the spell:
1. Freezing Globe
Range. The caster creates a 1-ft. diameter freezing globe at the end of the caster's hand (but not touching the caster).
Temperature within the globe is zero degrees Fahrenheit. But the air around the globe maintains it's normal temperature.
Area of Effect. If the freezing globe is positioned such that it touches liquid, the liquid will freeze if the freezing point is similar to that of water (32 degrees F.). The freezing happens very fast, taking only 1 segment. If positioned touching a large body of water, the amount affected is limited to a depth of 6 inches and an area equal to 100-sq. feet per caster level around where the globe contacts the top of the water. For example, a 12th level caster will create a spherical area with a diameter of approximately 40-ft (1,200 sq. ft.).
If cast on a body of water with a current, the ice can be carried by the current unless the ice is connected to two or more anchor points. The GM will determine the actual effect based on the strength of the current and area affected.
Duration. The magically frozen water stays frozen for 1 round per caster level.
Creatures standing (or submerged) in liquid that becomes frozen must make a Dexterity save vs. Petrify or become trapped (save avoids). Some circumstances, per the GM do not allow a save. Trapped creatures can make a major Strength check to break free as a complex action. Otherwise, they are trapped until the duration ends.
If a freezing globe is cast while the caster is under water, the area of effect is halved (50-sq. ft. per caster level). Thus, a 12th level caster will create a spherical area with a diameter of approximately 28-ft (600 sq. ft.). Note this area will encompass and surround the caster (who gets no saving throw) who may suffocate. Other creatures in the area of effect must make a Dexterity save vs. Petrify or become trapped (save avoids). Trapped creatures cannot free themselves and they may suffocate. Ice floats and so the frozen sphere will quickly float to the surface of the water (causing serious problems for any trapped with air their lungs if the depth was great).
2. Ray of Cold
Range. 0
Area of Effect. A ray that extends out to 10-ft. per caster level.
Duration. Instantaneous.
Save. Dexterity save vs. Spell (save avoids)
Effect. The caster points their finger at a target within range of the ray and the ray extends in a straight line toward the target. Any creatures in the path must save (nearest first) and it the ray contacts nothing, the target must make a Dexterity save vs. Spell or take 4 points of cold damage per caster level (save avoids). If the target makes the save, the ray continues out to it's maximum range. If cast into a melee, random determination will be based on the number of creatures (and their size) in the melee as per missile weapon rules. If more than 3 combatants are in melee, the GM may give a chance for contact if the first target makes their save.
3. Freezing Stone
Area of Effect. One sling bullet made of ice.
Duration. 1 round per caster level
Effect. The caster creates a magical sling bullet made of ice. This bullet can be tossed (by hand without a sling) up to 40-ft. away where if explodes. All within a 10-ft. radius must make a Dexterity save vs. Spell or take 4d6 cold damage (save for half). If a sling is used to deliver the bullet, the attack is handled as per a regular sling bullet (with respect to range, damage, armor defense, etc.) and the bullet explodes as above. If the target is hit, the target is granted no save against the damage. If the target is missed, use the rules for splash weapons to determine location (double the distance roll). The caster can give the bullet to an ally to use. However, if the duration ends, the bullet explodes as described above.
Materials Components. Globe: One inch square piece of crystal. Cost/Scarcity. 10 g.p./Rare (jeweler). Ray: One white sapphire gem. Cost/Scarcity. Minimum 1,000 g.p. value/Very Rare (jeweler). Stone: One diamond. Cost/Scarcity. Minimum 1,000 g.p. value/Very Rare (jeweler). The component is consumed in the casting of the spell.
Known Substitutions. None.