Conjuration (Creation) [Cold]
- Level
- Sorcerer/wizard 3
- Components
- V, S
- Casting Time
- 1 standard action
- Range
- Close (25 ft. + 5 ft./2 levels)
- Effect
- Blast or crystal of magical frost; see text
- Duration
- Instantaneous, or 10 minutes/level or until discharged; see text
- Saving Throw
- None
- Spell Resistance
- No
This spell conjures elemental cold, which you hurl at your enemies as a blast of pale blue energy. The blast requires a ranged touch attack roll to hit, and deals 1d6 points of cold damage per level (maximum 10d6). The damage is not subject to spell resistance.
Alternatively, you may refrain from hurling the conjured energy, allowing it to crystallize before you; it manifests as a faintly glowing, pale blue crystal, almost like a large icicle, that is infused with the elemental power of cold. The crystal floats next to you, and you may draw energy from it to fire blasts of cold at your enemies, as described above. You may fire one blast as a standard action, or use a full attack action to fire multiple blasts, as your base attack bonus permits; a single frost crystal still holds only enough power for 1d6 points of damage per level (maximum 10d6). If you have multiple frost crystals conjured, you may only draw upon a single crystal for any one attack, though you may use multiple crystals for a full attack.
At the end of your turn, if you have a conjured frost crystal with less than its maximum number of damage dice remaining, the crystal regenerates power equal to the number of damage dice it has left (to a maximum of the number of damage dice it was conjured with). Once the duration expires or the crystal’s energy is depleted, it quickly dissipates into a harmless cloud of vapor.