Transmutation [Cold]
- Level
- Sorcerer/wizard 6
- Components
- V, S, F
- Casting Time
- 1 standard action
- Range
- Close (25 ft. + 5 ft./2 levels)
- Effect
- Ray
- Duration
- Instantaneous; 1 round/level (see text)
- Saving Throw
- Fortitude partial; Reflex half (see text) (object)
- Spell Resistance
- Yes (object)
You project a ray of dark, freezing, crackling cold at a creature or object. On a successful ranged touch attack, the ray deals 5d6 cold damage to the target.
The cold then coalesces within the target. Creatures struck by the ray are slowed (as the spell). Objects are made more brittle, reducing their hardness by 10. If the target of the spell is a creature or attended object, it is permitted a Fortitude save to prevent the ray’s energies from coalescing within it. A successful save negates all effects of the spell except the initial damage.
The ray’s chilling energy remains within the target, becoming more powerful as cold damage dealt to the target. If the target is slain or destroyed before the spell’s duration expires, the energy is released as a wave of icy cold that sweeps through the area surrounding it. All creatures and objects in a 10-ft.-radius burst around the target take damage equal to the total amount of cold damage that the target has taken over the duration of the spell (including the initial 5d6 damage), up to 4 damage per caster level (maximum 60). A successful Reflex save halves this damage. Though the corpse is considered to be in the area of effect, it suffers no further adverse effects from the wave of cold.
Focus
A small crystal that comes from the center of a glacier.