Far Corners of the World
Snow and Ice: Spells
of the Frozen Lands

James Jacobs

Winter is a time of wonder and beauty. The snows transform the world into a mystical realm and make the familiar into something magical. Beautiful icicles form on the edges of buildings and branches. But for all its beauty, the snow and ice of winter bring a fierce cold, and despite the beauty it brings, the return of warmer seasons are welcomed with great joy.

Yet some places in the world have never known the kiss of a springtime thaw -- places where the snow and ice are as permanent a fixture of the landscape as the mountains and seas themselves. In these regions, exposure to the elements can kill you as quickly as the strange beasts and creatures that lurk therein. These realms exist on distant shores far to the north and south -- far beyond any regularly established trade routes. They also exist in the remote peaks of great mountain chains. As with the denizens of other far corners of the world, the people of the snow and ice often turn to magic to help protect their lives and loved ones from its freezing claws. And as often as not, some seek to embrace the savagery and cruelty of the frozen realms and work its deadly ways into their magic, as well.

Animate Snow
Transmutation
Level: Drd 6
Components: V, S, M
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Area: Up to a 20 ft. cube of snow
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No

You imbue a mass of fallen snow with mobility and a semblance of life. The snow to be animated may be natural or magically created (as with the sleet storm spell). Snow animated by this spell is treated as an animated object. You can animate 1d3+2 Large animated objects, 1d3 Huge animated objects, or one Gargantuan animated object (see the Monster Manual entry for animated objects for statistics). The animated snow can assume any basic shape you wish, and it attacks as directed by your vocal commands. Animated snow possesses the Blind and Trample special attacks as detailed on page 18 of the Monster Manual for animated objects. In addition, they have the cold subtype, and do an additional 1d6 points of cold damage on a successful hit.

Animated snow objects suffer 1d6 points of damage each round if they exist in a place with temperatures above freezing.

Anticold Sphere
Abjuration
Level: Sor/Wiz 5
Components: V, S
Casting Time: 1 action
Range: 10 ft.
Area: 10 ft. radius emanation, centered on you
Duration: 10 minutes/level (D)
Saving Throw: None
Spell Resistance: Yes

You bring into being a mobile, spherical energy field that protects against cold. All creatures within the area of the spell are immune to cold damage. In addition, the sphere prevents the entrance of any creature with the cold subtype. The effect hedges out such creatures in the area when it is cast.

Note: This spell can be used only defensively, not aggressively; forcing an abjuration barrier against creatures that the spell keeps at bay collapses the barrier (see page 157 of the Player's Handbook).

Ice Assassin
Illusion (Shadow)
Level: Sor/Wiz 9
Components: V, S, M, XP
Casting Time: 8 hours
Range: Touch
Area: One duplicate creature
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

The ice assassin spell is in many ways an improved version of simulacrum. Developed by powerful frost mages who have more than their fair share of enemies to fight, an ice assassin is an effective way to destroy an enemy without putting yourself at risk.

An ice assassin spell creates a living, breathing creature that is a near perfect duplicate of an already existing creature. The duplicate is formed entirely out of ice, but once the spell is in effect, it appears as an exact duplicate to all but its source, who always sees the ice assassin as an animated ice statue of himself. The ice assassin possesses all of the skills, abilities, and memories possessed by the original, but its personality is warped and twisted by an all-consuming need to slay the original. It also constantly uses locates creature on its duplicate at a caster level equal to your own. If its quarry is outside the range of this effect, the ice assassin must rely on its own cleverness or advice from you to track the original. In addition, the ice assassin has the cold subtype, which makes it immune to cold damage but imparts a weakness to fire damage (on a failed saving throw against a fire attack, the ice assassin suffers double damage). Creatures familiar with the original might detect the ruse with a successful Spot check. You must make a Disguise check (gaining a +10 circumstance bonus from the power of the spell) when you cast the spell to determine how good the likeness is.

At all times, the ice assassin remains under your absolute command. You possess a telepathic link to the ice assassin, and when you concentrate, you receive a clear image of the area surrounding the ice assassin as if you were scrying on it. Further, you can have any spell you cast on yourself affect the ice assassin as well; this includes spells with a target of "You" only. These benefits persist as long as you and the ice assassin remain within a mile of each other. If the ice assassin travels beyond this range, it continues to function and seek out its nemesis, but you have no direct control over it.

An ice assassin has no ability to become more powerful; it cannot increase its level or abilities. Damage caused to the ice assassin can be repaired only via a complex process requiring 1 day, 100 gp per hit point, and a fully equipped laboratory. If the ice assassin is reduced to 0 hit points by any damage save for fire damage, it explodes into a burst of icy shrapnel in a 20-foot radius that causes 1d6 points of cold damage for every other caster level you possess; a successful Reflex saving throw halves the damage done. An ice assassin slain by fire damage simply melts into a pool of water.

Material Component: This spell is cast over the ice statue of the creature to be duplicated. Some portion of the creature to be duplicated (hair, nail, and so on) must be placed inside the ice statue as it is constructed. In addition, the spell requires powdered diamond worth 20,000 gp.

XP Cost: 5,000.

Mantle of the Icy Soul
Transmutation
Level: Clr 6, Drd 5
Components: V, S, M, XP
Casting Time: 1 action
Range: Touch
Area: Creature touched
Duration: Permanent
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

Mantle of the icy soul permanently adds the cold subtype to the targeted creature. The recipient of a mantle of the icy soul becomes immune to cold damage, but takes double damage from fire unless a saving throw for half damage is allowed, in which case it takes half damage on a success or double damage on a failure. The skin, hair, and scales of the creature subtly change color to take on an icy blue tint, and its breath does not frost in cold temperatures.

Material Component: A handful of ice or snow that must be pressed to the target's body.

XP Cost: 2,000.

Snowsong
Enchantment [Compulsion, Mind-Affecting]
Level: Brd 6
Components: V
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Area: 15-ft. radius, 30-ft.-high cylinder
Duration: 10 minutes/level
Saving Throw: Will negates
Spell Resistance: Yes

Snowsong fills the area of effect with a soft snowfall that melts and evaporates on contact with anything solid. When you cast the spell, you must designate any creatures in the area of effect as allies or enemies.

While the snow falls, all allies in the area hear a soft, lilting song that bolsters their spirits and confidence. At the same time, as the snow strikes their flesh, it melts and washes away scars, wounds, and filth. Allies under the effect of the snow gain a +6 enhancement bonus to their Charisma scores, a +4 morale bonus on all checks and attack rolls, and a +2 insight bonus to their Armor Class. In addition, the snow imparts fast healing 1 and cold resistance 30 to all affected allies.

Enemies in the area of a snowsong have a much different experience. To them, the snow is bitterly cold and leaves scabs and angry welts when it lands on unprotected skin. They perceive the music as a discordant jangle of crashes, scrapes, and howls. As long as they remain in the area, they suffer a -6 enhancement penalty to their Charisma scores, a 20% miss chance to all melee attacks due to the swirling snow, and a 20% spell failure chance (for both divine and arcane spells) when casting any spells with a verbal component. In addition, enemies in the area suffer 1 additional point of cold damage each time they suffer damage from a physical or magical attack. Enemies can resist the effects of a snowsong with a successful Will saving throw.

These benefits remain in place as long as the spell persists and as long as the target remains in the spell's area. If a creature leaves the spell's area, all effects stop until it returns to the snowsong's area of effect.

Winter's Embrace
Evocation [Cold]
Level: Clr 4, Drd 3
Components: V, S
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Area: One creature
Duration: 1 round/level
Saving Throw: Fortitude negates
Spell Resistance: Yes

Winter's embrace covers the victim with sheets of ice and lumps of snow. If the victim resists the spell, the ice and snow instantly slough from its body, causing a mere 1d4 points of cold damage and ending the effect. If the victim fails to resist, the ice and snow cling tenaciously to its body and cause 1d8 points of cold damage per round. Each round, the victim can make a new Fortitude saving throw to avoid suffering damage that round. The second time a victim suffers damage from a single casting of winter's embrace, it becomes fatigued. The fourth time it suffers damage from the same spell, it becomes exhausted.

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