Showing posts with label Cold. Show all posts
Showing posts with label Cold. Show all posts

Saturday, July 13, 2019

Campaign Design - Bloodlines: Sapphire Sûl-Blooded

Sapphire Sûl-Blooded
(adapted from Unearthed Arcana)

Although those descended from Salgerðr tend to be extremely antisocial, tales tell of a rare few who have formed alliances with dwellers in the deep places of the earth, working for their mutual protection against the dire threats that lurk in the depths. From these alliances, offspring have been reported, although they are so rare as to be thought of as mere myths in many places.

Those who bear the sapphire dragon bloodline tend to be reclusive, which only further fuels the belief that they are mythical. They tend to have dark blue eyes, and dark hair that has an almost bluish tint in the sunlight. The handful of sapphire sûl-blooded individuals who have been identified have gravitated towards occupations that combine military life with working with earth and stone.

Sapphire Sûl Bloodline Traits

Character Level
MinorIntermediate
2nd
+2 on Climb checks
4th
+2 on Climb checksSkill Augmentation (Listen and Spot)
6th
Dexterity +1
8th
Skill Augmentation (Listen and Spot)Sonic resistance 5 (Ex)2
10th
Sapphire Sûl affinity +21
12th
Dexterity +1+1 to natural armor
14th
+2 on Intimidate checks
16th
Sonic resistance 5 (Ex)2Sonic resistance 10 (Ex)2
18th
Strength +1
20th
Sapphire Sûl affinity +21Skate, once per day (Sp)3
1 You gain the indicated bonus on all Bluff, Diplomacy, Gather Information, Intimidate, and Perform checks made to interact with sapphire dragons and other creatures descended from sapphire dragons, including others with this bloodline.
2 If you gain sonic resistance from another source (such as from levels in the dragon shaman or sorcerer classes), this ability becomes the ability to bestow sonic resistance of the indicated strength upon your allies within 30 feet. This ability requires a swift action to use, lasts for one round for each of your character levels, and is usable once per day.
3This ability allows you or an inanimate object to slide along any solid surface with no friction. You can control your movement by thought alone, skating, turning, or stopping as desired. Your base speed is your normal land speed plus 15 feet. You can move up or down inclines that he or she could otherwise walk on, but skating upward reduces speed to normal while skating downward adds 30 feet (instead of 15 feet) to your speed. An object under the influence of the skate effect can be dragged across the ground as if it weighed only one-tenth its normal weight. This ability lasts for one round per character level.

Favored Class: Sûl-Blooded individuals can replace their racial favored class with the Sorcerer class. Sapphire Sûl-Blooded sorcerers must take the Sûlic sorcerous bloodline and select sapphire dragon as their dragon type.

Exclusive Class: Sûl-Blooded individuals must replace their racial exclusive class with the Dragon Shaman class. A Sapphire Sûl-Blooded dragon shaman must choose the Sapphire Sûl Totem.

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Wednesday, June 26, 2019

Campaign Design - Bloodlines: Emerald Sûl-Blooded

Emerald Sûl-Blooded
(adapted from Unearthed Arcana)

As with most of the gem dragons, those descended from Elliðagrimr tend to prefer to dwell in the Færie Realms, and by inclination most are at least nominally aligned with the Unse̊ðie Court. Those who live within the Three Worlds often form working arrangements with sages, scholars, and even entire institutions of research and learning. These alliances have been known to result in offspring as the emerald dragons mix their bloodline with both fæy and mortals.

Those who bear this bloodline often share their forbears' thirst for knowledge, and frequently pursue callings that involve a life devoted to research and study. They tend to be angular and thin, with pale skin and a greenish tint to their hair. The most common, and striking, physical feature of those who bear this bloodline are deep green eyes lacking any whites.

Emerald Sûl Bloodline Traits

Character Level
MinorIntermediate
2nd
+2 on Knowledge checks1
4th
+2 on Knowledge checks1Skill Augmentation (Listen and Spot)
6th
Wisdom +1
8th
Skill Augmentation (Listen and Spot)Sonic resistance 5 (Ex)3
10th
Emerald Sûl affinity +22
12th
Wisdom +1+1 to natural armor
14th
+2 on bardic knowledge checks or Knowledge checks4
16th
Sonic resistance 5 (Ex)3Sonic resistance 10 (Ex)3
18th
Charisma +1
20th
Emerald Sûl affinity +22Legend lore, once per day (Sp)
1 Pick one Knowledge skill. You gain the indicated bonus on checks made for that Knowledge skill.
2 You gain the indicated bonus on all Bluff, Diplomacy, Gather Information, Intimidate, and Perform checks made to interact with emerald dragons and other creatures descended from emerald dragons, including others with this bloodline.
3 If you gain sonic resistance from another source (such as from levels in the dragon shaman or sorcerer classes), this ability becomes the ability to bestow sonic resistance of the indicated strength upon your allies within 30 feet. This ability requires a swift action to use, lasts for one round for each of your character levels, and is usable once per day.
4 If you have the bardic knowledge ability, you gain the indicated bonus to all bardic knowledge checks. Otherwise, pick a different Knowledge skill from the one you picked at 1st level. You gain the indicated bonus on checks made for that Knowledge skill.

Favored Class: Sûl-Blooded individuals can replace their racial favored class with the Sorcerer class. Emerald Sûl-Blooded sorcerers must take the Sûlic sorcerous bloodline and select emerald dragon as their dragon type.

Exclusive Class: Sûl-Blooded individuals must replace their racial exclusive class with the Dragon Shaman class. An Emerald Sûl-Blooded dragon shaman must choose the Emerald Sûl Totem.

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Friday, June 21, 2019

Campaign Design - Bloodlines: Crystal Sûl-Blooded

Crystal Sûl-Blooded
(adapted from Unearthed Arcana)

The descendants of Kristrán are friendly and gregarious, but the relative remoteness of their lairs makes interactions between them and other species relatively rare. Even so, some crystal dragons have friendly relations and even form alliances with mountain tribes, and offspring sometimes result from these cooperative arrangements. Those who bear this bloodline tend to be thin and angular, with white hair and eyes that shine like crystal.

Crystal Sûl Bloodline Traits

Character Level
MinorIntermediate
2nd
+2 on Bluff checks
4th
+2 on Bluff checksSkill Augmentation (Listen and Spot)
6th
Strength +1
8th
Skill Augmentation (Listen and Spot)Cold resistance 5 (Ex)2
10th
Crystal Sûl affinity +21
12th
Strength +1+1 to natural armor
14th
+2 on Gather Information checks
16th
Cold resistance 5 (Ex)2Cold resistance 10 (Ex)2
18th
Constitution +1
20th
Crystal Sûl affinity +21Color spray, once per day (Sp)
1 You gain the indicated bonus on all Bluff, Diplomacy, Gather Information, Intimidate, and Perform checks made to interact with crystal dragons and other creatures descended from crystal dragons, including others with this bloodline.
2 If you gain cold resistance from another source (such as from levels in the dragon shaman or sorcerer classes), this ability becomes the ability to bestow cold resistance of the indicated strength upon your allies within 30 feet. This ability requires a swift action to use, lasts for one round for each of your character levels, and is usable once per day.

Favored Class: Sûl-Blooded individuals can replace their racial favored class with the Sorcerer class. Crystal Sûl-Blooded sorcerers must take the Sûlic sorcerous bloodline and select crystal dragon as their dragon type.

Exclusive Class: Sûl-Blooded individuals must replace their racial exclusive class with the Dragon Shaman class. A Crystal Sûl-Blooded dragon shaman must choose the Crystal Sûl Totem.

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Thursday, June 20, 2019

Campaign Design - Bloodlines: Arcane Sûl-Blooded

Arcane Sûl-Blooded
(adapted from Unearthed Arcana)

The descendants of Gáldorléoð are the most reclusive and paranoid of all dragon-kind. As a result, despite their innate polymorph ability, individuals with the arcane dragon bloodline are exceedingly rare, with the number of known examples capable of being counted on one hand. Those few individuals known to have this bloodline have all been masters of arcane magic, although frequently disagreeable and difficult as well. Despite a general lack of evidence for this conclusion, almost every notable wizard or sorcerer is rumored to bear the blood of an arcane sûl in his heritage.

Arcane Sûl Bloodline Traits

Character Level
MinorIntermediate
2nd
+2 on Spellcraft checks
4th
+2 on Spellcraft checksSkill Augmentation (Listen and Spot)
6th
Charisma +1
8th
Skill Augmentation (Listen and Spot)Cold resistance 5 (Ex)2
10th
Arcane Sûl affinity +21
12th
Charisma +1+1 to natural armor
14th
+2 on Hide checks
16th
Cold resistance 5 (Ex)2Cold resistance 10 (Ex)2
18th
Intelligence +1
20th
Arcane Sûl affinity +21Magic Reservoir (Su)3
1 You gain the indicated bonus on all Bluff, Diplomacy, Gather Information, Intimidate, and Perform checks made to interact with arcane dragons and other creatures descended from arcane dragons, including others with this bloodline.
2 If you gain cold resistance from another source (such as from levels in the dragon shaman or sorcerer classes), this ability becomes the ability to bestow cold resistance of the indicated strength upon your allies within 30 feet. This ability requires a swift action to use, lasts for one round for each of your character levels, and is usable once per day.
3 If you can cast arcane spells, you can "store" a number of levels of arcane spell potential equal to your Charisma or Intelligence bonus (whichever you use as your primary casting statistic). If you have levels in multiple arcane spellcasting classes, you may pick which ability score you wish to tie to this ability. This choice cannot be changed later. You can use stored spell energy to cast any spell you know without expending a spell slot. The only restriction is that the levels of spell energy stored in the horn must be equal to or greater than the level of the spell you want to cast. Expended spell levels are regenerated at a rate of one level per day.

Favored Class: Sûl-Blooded individuals can replace their racial favored class with the Sorcerer class. Arcane Sûl-Blooded sorcerers must take the Sûlic sorcerous bloodline and select arcane dragon as their dragon type.

Exclusive Class: Sûl-Blooded individuals must replace their racial exclusive class with the Dragon Shaman class. An Arcane Sûl-Blooded dragon shaman must choose the Arcane Sûl Totem.

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Sunday, June 9, 2019

Campaign Design - Bloodlines: Deep Sûl-Blooded

Deep Sûl-Blooded
(adapted from Unearthed Arcana)

Though deep dragons are rarely seen, because Gorsiaur's brood share his ability to assume humanoid form, those who share this bloodline are more common than one might expect. Those who bear this bloodline tend towards paranoia, seeking always to distract and trick possible foes.

Deep Sûl Bloodline Traits

Character Level
MinorIntermediate
2nd
+2 on Bluff checks
4th
+2 on Bluff checksSkill Augmentation (Listen and Spot)
6th
Strength +1
8th
Skill Augmentation (Listen and Spot)Cold resistance 5 (Ex)2
10th
Deep Sûl affinity +21
12th
Strength +1+1 to natural armor
14th
+2 on Escape Artist checks
16th
Cold resistance 5 (Ex)2Fire resistance 5 (Ex)2
18th
Constitution +1
20th
Deep Sûl affinity +21Stone Shape, once per day (Sp)
1 You gain the indicated bonus on all Bluff, Diplomacy, Gather Information, Intimidate, and Perform checks made to interact with deep dragons and other creatures descended from deep dragons, including others with this bloodline.
2 If you gain cold or fire resistance from another source (such as from levels in the dragon shaman or sorcerer classes), this ability becomes the ability to bestow cold or fire resistance of the indicated strength upon your allies within 30 feet. This ability requires a swift action to use, lasts for one round for each of your character levels, and is usable once per day.



Favored Class: Sûl-Blooded individuals can replace their racial favored class with the Sorcerer class. Deep Sûl-Blooded sorcerers must take the Sûlic sorcerous bloodline and select deep dragon as their dragon type.

Exclusive Class: Sûl-Blooded individuals must replace their racial exclusive class with the Dragon Shaman class. A Deep Sûl-Blooded dragon shaman must choose the Deep Sûl Totem.

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Sunday, May 19, 2019

Campaign Design - Bloodlines: White Sûl-Blooded

White Sûl-Blooded
(adapted from Unearthed Arcana)

Some arctic tribes have managed to bargain with nearby members of Eorðraca's brood, trading food and occasional sacrifices for protection from their enemies. These alliances can result in dragon-blooded descendants who tend to mimic the single-minded ferocity of their forbears.

White Sûl Bloodline Traits

Character Level
MinorIntermediate
2nd
+2 on Hide checks
4th
+2 on Hide checksSkill Augmentation (Listen and Spot)
6th
Strength +1
8th
Skill Augmentation (Listen and Spot)Cold resistance 5 (Ex)2
10th
White Sûl affinity +21
12th
Strength +1+1 to natural armor
14th
+2 on Swim checks
16th
Cold resistance 5 (Ex)2Cold resistance 10 (Ex)2
18th
Constitution +1
20th
White Sûl affinity +21Icewalking, once per day (Ex)3
1 You gain the indicated bonus on all Bluff, Diplomacy, Gather Information, Intimidate, and Perform checks made to interact with white dragons and other creatures descended from white dragons, including others with this bloodline.
2 If you gain cold resistance from another source (such as from levels in the dragon shaman or sorcerer classes), this ability becomes the ability to bestow cold resistance of the indicated strength upon your allies within 30 feet. This ability requires a swift action to use, lasts for one round for each of your character levels, and is usable once per day.
3 As spider climb, but the surface must be icy.

Favored Class: Sûl-Blooded individuals can replace their racial favored class with the Sorcerer class. White Sûl-Blooded sorcerers must take the Sûlic sorcerous bloodline and select white dragon as their dragon type.

Exclusive Class: Sûl-Blooded individuals must replace their racial exclusive class with the Dragon Shaman class. A White Sûl-Blooded dragon shaman must choose the White Sûl Totem.

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Campaign Design - Bloodlines: Silver Sûl-Blooded

Silver Sûl-Blooded
(adapted from Unearthed Arcana)

Oðrean was perhaps the most likely of all dragons to have taken humanoid companions, and thus this is the most common dragon bloodline. Characters of the silver dragon bloodline tend to be regal and statuesque.

Silver Sûl Bloodline Traits

Character Level
MinorIntermediateMajor
1st
--+2 on Sense Motive checks
2nd
-+2 on Sense Motive checksSkill Augmentation (Listen and Spot)
3rd
--Strength +1
4th
+2 on Sense Motive checksSkill Augmentation (Listen and Spot)Cold resistance 5 (Ex)2
5th
--Silver Sûl affinity +21
6th
-Strength +1+1 to natural armor +1
7th
--+2 on Perform checks
8th
Skill Augmentation (Listen and Spot)Cold resistance 5 (Ex)2Cold resistance 10 (Ex)2
9th
--Constitution +1
10th
-Silver Sûl affinity +21Alter self, once per day (Sp)
11th
--Silver Sûl affinity +41
12th
Strength +1+1 to natural armor +1+1 to natural armor
13th
--+2 on Bluff checks
14th
-+2 on Perform checksPower Attack
15th
--Charisma +1
16th
Cold resistance 5 (Ex)2Cold resistance 10 (Ex)2Breath weapon (Ex)3
17th
--Silver Sûl affinity +61
18th
-Constitution +1+1 to natural armor
19th
--+2 on Jump checks
20th
Silver Sûl affinity +21Alter self, once per day (Sp)Immunity to Cold (Ex)2
1 You gain the indicated bonus on all Bluff, Diplomacy, Gather Information, Intimidate, and Perform checks made to interact with silver dragons and other creatures descended from silver dragons, including others with this bloodline..
2 If you gain cold resistance (or immunity) from another source (such as from levels in the dragon shaman or sorcerer classes), this ability becomes the ability to bestow cold resistance (or immunity) of the indicated strength upon your allies within 30 feet. This ability requires a swift action to use, lasts for one round for each of your character levels, and is usable once per day.
3 30-foot cone of cold, 6d8 damage; Reflex half (DC 10 + ½ your Hit Dice + your Constitution modifier). Usable once per day. If you have a breath weapon ability from sorcerer levels, this ability instead indicates that you may use your sorcerous breath weapon an additional time per day. If you have a breath weapon ability from dragon shaman levels, this ability instead means that you gain +2d6 to your dragon shaman breath weapon.

Favored Class: Sûl-Blooded individuals can replace their racial favored class with the Sorcerer class. Silver Sûl-Blooded sorcerers must take the Sûlic sorcerous bloodline and select silver dragon as their dragon type.

Exclusive Class: Sûl-Blooded individuals must replace their racial exclusive class with the Dragon Shaman class. A Silver Sûl-Blooded dragon shaman must choose the Silver Sûl Totem.

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Monday, January 3, 2011

General Rules: Monsters - Hag, Moon

Moon Hag (adapted from the Creature Collection)
Huge or Gargantuan Giant (Hag)

Hit Dice: 12d8+96 (150 hit points) or 12d8+120 (174 hit points)
Initiative: +4
Speed: 60 feet, climb 20 feet, fly 60 feet (perfect), swim 30 feet
Armor Class: 24 (-2 size, +4 Dexterity, +12 natural); touch 12, flat-footed 20 or 26 (-4 size, +4 Dexterity, +16 natural); touch 10, flat-footed 22
BAB/Grapple: +9/+22 or +9/+30
Attack: Claw +12 melee (2d8+5, piercing and slashing, 20 x2) or claw +14 melee (3d8+9, piercing and slashing, 20 x2)
Full Attack: 2 claws +12 melee (2d8+5, piercing and slashing, 20 x2) and bite +7 melee (2d8+2, bludgeoning, piercing, and slashing, 20 x2) or 2 claws +14 melee (3d8+9, piercing and slashing, 20 x2) and bite +9 melee (3d8+4, bludgeoning, piercing, and slashing, 20 x2)
Space/Reach: 10 feet by 10 feet/10 feet or 15 feet by 15 feet/15 feet
Special Attacks: Stunning touch, spells
Special Qualities: Low-light vision, flight, invisibility, DR 10/+2, shift size, spell resistance 16, magic items, wild empathy +10
Saves: Fortitude +16 or +18, Reflex +8, Will +8
Abilities: Str 20 or 28, Int 17, Wis 18, Dex 18, Con 27 or 31, Cha 18
Skills: Climb +5 or +9, Heal +10, Intimidate +12, Knowledge: Arcana +5, Knowledge: Nature +10, Listen +5, Move Silently +3, Spellcraft +10, Spot +5, Survival +10, Swim +5 or +9
Feats: Brew Potion, Craft Wand, Empower Spell, Improved Sunder, Power Attack
Environment: Any mountains or udnerground
Organization: Solitary or covey (3 hags of any kind plus 1 - 8 ogres and 1 - 4 evil giants)
Challenge Rating: 13
Treasure: Standard
Alignment: Usually lawful evil
Advancement: By character class
Level Adjustment: -

The most powerful of all hags, moon hags hold dominion over nature, madness, and night. These monstrous crones stand twice the height of a man when they draw themselves fully upright; their dark skin gleams with strange oils and their wide eyes shine with madness. They typically prefer to live in high, craggy mountains or deep woods.

A moon hag's boundaries are often marked with piles of blood-stained stones and odd bundles of bones and sticks. Anyone who wanders past these signs, whether from ignorance or recklessness, take his life into his own hands. Moon hags have a powerful affinity for the beasts of the night; their allies have been known to include bat devils, murder-sprites, and even high or low gorgons.

Combat
A moon hag likes to enthrall her victims with spells before she closes in for the kill. She takes a deep delight in sowing terror and confusion among her enemies. She frequently enters the presence of her enemies unseen, then begins using her spells and magic items to best effect. After her allies have scattered her foes, the moon hag attacks physically, slashing with her huge claws and biting with her enormous teeth.

Invisibility (Sp): A moon hag may turn invisible at will, but only in the light of the moon. Her invisibility is dispelled if she attacks, but she may reactivate it next round.

Stunning Touch (Su): Anyone hit by a moon hag must succeed at a DC 16 Will save or become stunned for 1d6 rounds. Multiple hits require multiple saves.

Flight (Su): A moon hag can fly as quickly as she can move on land, but only in the light of the moon.

Shift Size (Su): A moon hag can change her size to size Gargantuan and back to size Huge at will. Shifting size is a standard action that does not provoke an attack of opportunity. When a moon hag is Gargantuan, she gains a +8 to Strength, +4 to Constitution, and +4 to her natural armor, and has a 10-foot reach, but suffers a -2 to Armor Class and attacks. These modified statistics are listed above as a secondary set of statistics. Most hags prefer to remain in their smaller form, but will shift size if forced to enter melee or if they desire a more imposing appearance.

Spells: Moon hags are the most powerful spellcasters among hags. A moon hag has the spellcasting ability of a sorcerer two levels higher than her Hit Dice. They tend to use a mix of beguiling, stealth, and necromantic spells. They have the spellcasting ability of a cleric of a level equal to half the moon hag's Hit Dice with access to the Blessing of Abonde, Blood, Breeding, Flesh, Hag, and Night domains.

Magic Items: A moon hag will usually carry at least one wand and two potions that she crafted herself. Such items are usable by others, but often have unpleasant side effects - a wand might curse the wielder with ugliness, a potion might cause rapid hair growth while in effect, and so on.

Hag Covey
From time to time, a trio of hags gathers as a covey. Usually this foul triune consists of three hags from three different types, but this is not always the case.

Combat
Hags in a covey rely on deception and their boosted magical abilities in combat.

A covey of hags is 80% likely to be guarded by 1d8 ogres and 1d4 evil giants who do their bidding. These minions are often disguised with a veil spell to appear less threatening and sent forth as spies. Such minions often (60%) carry magic stones known as hag eyes (see below).

Spell-Like Abilities: Three times per day: Animate dead, bestow curse (DC 17), control weather, dream, forcecage, mind blank, mirage arcana (DC 18), veil (DC 19), and vision. Caster level 9th. The save DCs are based on a Charisma score of 16. To use one of these abilities (which requires a full-round action), all three hags must be within 10 feet of one another, and all must participate.

Once per month, a covey that does not have a hag eye can create one from a gem worth at least 20 shillings (see below).

Hag Eye
A hag eye is a magic gem created by a covey. It appears to be nothing more than a semiprecious stone, but a gem of seeing or other such effect reveals it as a disembodied eye. Often, a hag eye is worn as a ring, brooch, or other adornment. Any of the three hags who created the hag eye can see through it whenever they wish, so long as it is on the same plane of existence as the hag. A hag eye has hardness 5 and 10 hit points. Destroying a hag eye deals 1d10 points of damage to each member of the covey and causes the one who sustained the greatest damage to be blinded for 24 hours.

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General Rules: Monsters - Hag, Ice

Ice Hag (adapted from the Creature Collection)
Large or Huge Giant (Cold, Hag)

Hit Dice: 7d8+38 (69 hit points) or 7d8+52 (83 hit points)
Initiative: +3 or +2
Speed: 50 feet, climb 10 feet
Armor Class: 20 (-1 size, +3 Dexterity, +8 natural); touch 12, flat-footed 17 or 21 (-2 size, +2 Dexterity, +11 natural; touch 10, flat-footed 19
BAB/Grapple: +5/+12 or +5/+20
Attack: Claw +7 melee (1d8+3, piercing and slashing, 20 x2) or claw +10 melee (2d6+7, piercing and slashing, 20 x2)
Full Attack: 2 claws +7 melee (1d8+3, piercing and slashing, 20 x2) and bite +2 melee (2d8+1, bludgeoning, piercing, and slashing, 20 x2) or 2 claws +10 melee (2d6+7, piercing and slashing, 20 x2) and bite +5 melee (3d8+2, bludgeoning, piercing, and slashing, 20 x2)
Space/Reach: 10 feet by 10 feet/10 feet or 15 feet by 15 feet/15 feet
Special Attacks: Breath weapon, heat drain, spells
Special Qualities: Low-light vision, immunities, scent, shift size, wild empathy +10
Saves: Fortitude +9 or +11, Reflex +5 or +4, Will +6
Abilities: Str 17 or 25, Int 17, Wis 15, Dex 16 or 14, Con 19 or 23, Cha 14
Skills: Balance +5 or +4, Hide +5, Intimidate +10, Knowledge: Nature +10, Listen +5, Spellcraft +8, Spot +5, Survival +10
Feats: Brew Potion, Iron Will, Toughness
Environment: Cold deserts, hills, or mountains
Organization: Solitary or covey (3 hags of any kind plus 1 - 8 ogres and 1 - 4 evil giants)
Challenge Rating: 7
Treasure: Standard
Alignment: Usually lawful evil
Advancement: By character class
Level Adjustment: -

Wrapped in a tattered, dirty collection of the hide of their prey, ice hag haunt the northern lands, feeling it their scared duty to protect the arctic wastes from incursions by humanoids.

Ice hags may dig dens in the ice for themselves and any attendant animals to sleep in. An ice hag may have various animal followers, from dire wolves to polar bears; they have also been known to strike pacts with sleet devils to share prey. At least one ice hag of notable age and cunning has positioned herself as the chieftain of a tribe of ice ghouls, who bring her meat in exchange for her guidance and strength.

Combat
Unless her victim is a lone wanderer or obviously easy prey, an ice hag tends to order her menagerie of arctic allies to attack a party to soften the interlopers up. Once the party has been weakened - and she has evaluated their tactical preferences - the hag either attacks directly, using her breath weapon against the most dangerous spellcasters, or stalks her prey, picking them off one by one at a time as they sleep. Her vicious claws and terrible strength serve an ice hag well in hand-to-hand combat.

Breath Weapon (Su): An ice hag can breathe a ray of freezing air and sharp snow crystals at an enemy, causing 2d4 points of damage and blinding the victim for 1d4 minutes. A DC 15 Reflex save halves the damage and prevents blindness.

Heat Drain (Su): The touch of an ice hag sucks heat and life from victims who fail a DC 14 Fortitude save. Each round the hag makes contact, if her victim fails the Fortitude save, she deals an additional 1d12 points of cold damage to her victim. Hit points drained this way are added to the hag's hit point total, up to her normal hit points +10. Hit points above her normal maximum fade at the rate of one every 10 minutes. Any damage a hag inflicts this way is in addition to her normal physical attacks, although an ice hag may drain any given opponent 's heat only once per round.

Shift Size (Su): An ice hag can change her size to size Huge and back to size Large at will. Shifting size is a standard action that does not provoke an attack of opportunity. When an ice hag is Huge, she gains a +8 to Strength, +4 to Constitution, and +3 to her natural armor, and has a 10-foot reach, but suffers a -2 to Dexterity and a -1 to Armor Class and attacks. These modified statistics are listed above as a secondary set of statistics. Most hags prefer to remain in their smaller form, but will shift size if forced to enter melee or if they desire a more imposing appearance.

Spells: An ice hag has the spellcasting ability of a sorcerer equivalent to her Hit Dice. They favor spells that inflict cold damage, manipulate weather, and summon monsters to fight for them.

Immunities (Ex): Ice hags are immune to cold and suffer double damage from fire attacks on a failed saving throw. They are also immune to paralysis and sleep effects.

Hag Covey
From time to time, a trio of hags gathers as a covey. Usually this foul triune consists of three hags from three different types, but this is not always the case.

Combat
Hags in a covey rely on deception and their boosted magical abilities in combat.

A covey of hags is 80% likely to be guarded by 1d8 ogres and 1d4 evil giants who do their bidding. These minions are often disguised with a veil spell to appear less threatening and sent forth as spies. Such minions often (60%) carry magic stones known as hag eyes (see below).

Spell-Like Abilities: Three times per day: Animate dead, bestow curse (DC 17), control weather, dream, forcecage, mind blank, mirage arcana (DC 18), veil (DC 19), and vision. Caster level 9th. The save DCs are based on a Charisma score of 16. To use one of these abilities (which requires a full-round action), all three hags must be within 10 feet of one another, and all must participate.

Once per month, a covey that does not have a hag eye can create one from a gem worth at least 20 shillings (see below).

Hag Eye
A hag eye is a magic gem created by a covey. It appears to be nothing more than a semiprecious stone, but a gem of seeing or other such effect reveals it as a disembodied eye. Often, a hag eye is worn as a ring, brooch, or other adornment. Any of the three hags who created the hag eye can see through it whenever they wish, so long as it is on the same plane of existence as the hag. A hag eye has hardness 5 and 10 hit points. Destroying a hag eye deals 1d10 points of damage to each member of the covey and causes the one who sustained the greatest damage to be blinded for 24 hours.

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General Rules: Monsters - Ice Beast (Template)

Ice Beast (from Frostburn)

An ice beast is a magical construct of ice and snow created by means of a conjure ice beast spell (or similar effect) in the image of a real creature. It is a mindless automaton that follows its creator's orders. An ice beast resembles whatever creature it is modeled after in general shape and size, but it is composed entirely of palr blue ice.

An ice beast does only what it is ordered to do. It can draw no conclusions of its own and takes no initiative. Its instructions must always be simple, such as "Attack that giant" or "Stay close and attack anyone who threatens me".

"Ice beast" is a template that can be added to any corporeal creature other than an undead or a creature with the fire subtype. The creature's type changes to "construct". It loses all previous subtypes, but gains the cold subtype. It does not gain the augmented subtype. It uses all the base creature's statistics and special abilities except as noted here.

Hit Dice: Drop any Hit Dice gained from class levels (to a minimum of 1) and change remaining Hit Dice to d10s. As a construct, the creature loses any Constitution bonus to hit points, but gains bonus hit points based on its size, as shown to the right:
Ice Beast SizeBonus Hit PointsNatural Armor BonusSlam Damage
Diminutive or FineNone+11
TinyNone+11d2
Small10+21d4
Medium20+41d6
Large30+61d8
Huge40+82d6
Gargantuan60+113d6
Colossal80+154d6

Speed: The creature loses any fly speed it formerly possessed. If it had a burrow speed, it keeps its burrow speed but may only burrow in snow and ice.

Armor Class: The creature's natural armor bonus changes to a number based on its size, as shown on the table to the right.

Base Attack: An ice beast's base attack bonus is equal to ¾ it's Hit Dice

Attacks: An ice beast retains all the natural attacks, manufactured weapon attacks, and weapon proficiencies of the base creature. A humanoid with no natural attacks gains a slam attack, as shown on the table to the right.

Damage: Natural and manufactured weapons deal damage normally. A slam attack deals damage based on the ice beast's size. If the base creature already had a slam attack, use the ice beast's slam attack only if it is better.

Special Attacks: An ice beast loses all special attacks of the base creature. It gains one (and only one) of the following special attacks, chosen by its maker at the time of its creation:
  • Cold Aura (Su): The ice beast deals 1d6 cold damage to all creatures within 10 feet as a free action at the beginning of its turn each round.
  • Engulf (Su): As a standard action, the ice beast can attempt to engulf a single opponent it threatens. The opponent must be one size smaller than the ice beast, so a Large ice beast can engulf a Medium or smaller creature. The target is entitled to a Reflex save (DC 10 + ½ the ice beast's Hit Dice + the ice beast's Strength modifier) to avoid being engulfed. A creature engulfed by the ice beast is considered to be pinned and trapped inside its body. The engulfed creature takes 2d6 points of cold damage per round on its turn, and may begin to drown (although it can hold its breath). An ice beast can only engulf one victim at a time. To escape, the victim must escape the pine and then escape the grapple by winning grapple checks against the ice beast. The victim can choose to make Escape Artist checks in place of grapple checks. If the ice beast is killed, any engulfed victims are freed.
  • Frigid Touch (Su): The ice beast deals an extra 1d6 points of cold damage with each successful melee attack.
  • Ice Breath (Su): As a standard action, the ice beast can breathe cold. Its breath weapon deals 1d6 points of cold damage per 2 Hit Dice it possesses (minimum 1d6, maximum 10d6) in a 30-foot cone with a Reflex save for half damage (DC 10 + ½ the ice beast's Hit Dice). Once an ice beast uses its ice breath, it must wait 1d4 rounds before it can use its breath weapon again.

Special Qualities: An ice beast loses all special qualities of the base creature. It gains the following special qualities:
Hit DiceDamage Reduction
1 - 4None
5 - 95/+1
10 - 1910/+1
20+15/+1
  • Cold Subtype (Ex): An ice beast has immunity to cold. It has vulnerability to fire, which means it takes half again as much damage as normal from fire, regardless of whether a saving throw is allowed, or if the save is a success or a failure.
  • Construct: Immune to mind-influencing effects, poison, disease, death effects, paralysis, stunning, sleep, and similar effects. Not subject to critical hits, nonlethal damage, ability damage, energy drain, or death from massive damage. Destroyed when reduced to 0 hit points, cannot be raised. Cannot be healed with healing magic unless it specifically says it works on constructs, and does not heal on its own.
  • The ice beast gains damage reduction based on its Hit Dice, as shown on the table to the right.
If the base creature already has one or more of these special qualities, use the better value. If an ice beast gains damage reduction, its natural weapons are treated as +1 weapons for the purpose of overcoming damage reduction.

Saves: Base save bonuses are Fortitude +⅓ Hit Dice, Reflex +⅓ Hit Dice, and Will +⅓ Hit Dice.
Abilities: An ice beast has no Constitution or Intelligence score. Its Wisdom changes to 10, and its Charisma changes to 1.
Skills: An ice beast has no skills.
Feats: An ice beast loses all feats except those that improve its attacks, such as Improved Natural Attack, Multiattack, or Weapon Finesse.
Climate/Terrain: Any, usually the same as the base creature.
Organization: Any.
Challenge Rating: An ice beast's Challenge Rating is 1 plus ½ its Hit Dice.

Treasure: None.
Alignment: Always neutral.
Advancement: Same as the base creature ( or "-" if the creature advances by character class).
Level Adjustment: -.

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General Rules: Monsters - Isen (Arctic Dwarf)

Isen (Arctic Dwarf) (adapted from Hammer & Helm: A Guidebook to Dwarves)
Medium Humanoid (Cold)

Hit Dice: 1d8+2 (6 hit points)
Initiative: -1
Speed: 20 feet
Armor Class: 13 (-1 Dex, +3 armor, +1 shield); touch 9, flat-footed 13
BAB/Grapple: +0/+0
Attack: Battleaxe +0 melee (1d8, slashing, 20 x3)
Full Attack: Battleaxe +0 melee (1d8, slashing, 20 x3)
Space/Reach: 5 feet by 5 feet/5 feet
Special Attacks: None
Special Qualities: Darkvision 60 feet, cold immunity, vulnerability to fire, stonecunning
Saves: Fortitude +6, Reflex -1, Will +0
Abilities: Str 10, Int 11, Wis 11, Dex 8, Con 14, Cha 8
Skills: Appraise +5, Craft: Blacksmithing +2, Spot +2, Survival +2 (+4 in arctic or underground areas)
Feats: Great Fortitude
Environment: Any cold and underground
Organization: Solitary or accompanied by dwarves
Challenge Rating: ½
Treasure: Standard
Alignment: usually neutral good
Advancement: By character class
Level Adjustment: +0

The isen are a race of dwarves bonded with elemental cold. They inhabit arctic regions, being mostly immune to the environmental hazards. In the Three Worlds, they are most commonly found in the Dekkulde Islands. Although far from cruel, the isen are aloof and seldom concerned with the plight of others. When they contact other races, it is usually to exchange their worked goods for raw materials that fare poorly in colder climates.

Isen look like dwarves with pale blue skin, white hair, and beards. Their eyes hae small pupils and light irises, usually pale green or gray in color. Isen dress is fashioned to blend in with the environment rather than provide warmth - members of other races find it slightly disconcerting to see them comfortable in light clothing under frigid conditions. Isen favor light armor because snow often slows their travel, and they already move slower than most humanoid races.

Isen build underground fortresses as do other dwarves. Most others find little comfort in these strongholds, as they use ice as readily as rock. Although as skilled as most other dwarves, isen do not have the dwarven affinity and love for craft.

Druids have a special role in isen society, and groups of them make most important decisions. Unlike the druids of most race who live away from large settlements, isen druids have a great deal of influence over how and where isen communities are built. as a result, these tens to remain small and hidden, having little impact of the wilderness around them. Befriended by the druids, the few animals able to withstand the arctic clime wander freely through isen communities. Travelers unfamiliar with the arctic can easily pass within a few hundred feet of an isen village without noticing its presence.

Combat
Isen depend on their isolation to protect them from most threats. Most avoid combat if possible. If their community is menaces by a particularly dangerous monster, they typically rely on magic or befriended animals to drive the threat way. Since isen are immune to cold, their settlement defenses typically involve frigid water. Arctic rivers offer ready escape routes while threatening would-be invaders with slow death by freezing.

If they must fight, isen form organized and disciplined groups, usually fighting delaying actions until spellcasters can arrive to turn the environment against the attackers.

Vulnerability to Fire (Ex): Isen take double damage from cold spells and effects except on a successful saving throw.

Stonecunning (Ex): Isen receive a +4 racial bonus on checks to notice unusual stonework. They can also search for stonework traps and intuit depth as dwarves can.

Skills: Isen gain a +4 racial bonus to Survival checks made to find food and survive in arctic or underground areas..

Isen Characters
Isen breed true with dwarves. The child of an isen-dwarf union is always a dwarf; because of this, the isen race dwindles with each generation. Isen are considered dwarf-blooded for all purposes, including feats, prestige classes, magical effects, and magic items.

An isen's favored class is druid. Most isen NPCs with class levels are experts competent at two or more Craft skills and most isen leaders are druids. Adventuring isen are usually motivated by a desire to contact other races and cultures, finding their race's isolationism too confining.

Isen have the same age categories as dwarves.

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General Rules: Monsters - Hag, Marzanna

Marzanna Hag (adapted from Frostburn)
Medium or Large Giant (Cold, Hag)

Hit Dice: 8d8+16 (52 hit points) or 8d8+32 (68 hit points)
Initiative: +1 or +0
Speed: 30 feet, swim 30 feet
Armor Class: 20 (+1 Dexterity, +9 natural); touch 11, flat-footed 19 or 20 (-1 size, +11 natural); touch 9, flat-footed 20
BAB/Grapple: +6/+11 or +6/+19
Attack: Claw +11 melee (1d6+5, piercing and slashing, 20 x2) or claw +14 melee (1d8+9, piercing and slashing, 20 x2)
Full Attack: 2 claws +11 melee (1d6+5, piercing and slashing, 20 x2) or 2 claws +14 melee (1d8+9, piercing and slashing, 20 x2)
Space/Reach: 5 feet by 5 feet/5 feet or 10 feet by 10 feet/10 feet
Special Attacks: Dreadful eye, rend 2d6+7 or 2d8+13, spell-like abilities
Special Qualities: Improved low-light vision, immunity to cold, shift size, spell resistance 15, vulnerability to fire
Saves: Fortitude +6 or +8, Reflex +3 or +2, Will +7
Abilities: Str 21 or 29, Int 14, Wis 13, Dex 12 or 10, Con 14 or 18, Cha 13
Skills: Concentration +13 or +15, Craft or Knowledge: Any one +7, Hide +7 or +2, Listen +14, Spot +14, Swim +13 or +17
Feats: Brew Potion, Blind-Fight, Great Fortitude, Skill Augmentation (Listen and Spot)
Environment: Cold forests
Organization: Solitary or covey (3 hags of any kind plus 1 - 8 ogres and 1 - 4 evil giants)
Challenge Rating: 6
Treasure: Standard
Alignment: Usually chaotic evil
Advancement: By character class
Level Adjustment: -

This winter hag is the personification of death and winter. She almost always appears as an old woman with a crooked back and claw-like hands, dressed in white furs and robes. Many peasants believe that if they can trick a marzanna, they can avoid death itself. This is only partly true - the offerings that they leave for a marzanna do prolong their lives, but only because their bribes convince the marzanna not to kill and devour them.

Like other hags, a marzanna enjoys the taste of human flesh and often cooperates with frost giants, frost folk, and ogres. A typical marzanna stands 6 to 8 feet tall in her Medium form, and weighs between 250 and 300 pounds. Their stooped posture makes marzannas seem slightly smaller than they really are, but their marble-white skin and dark brown claws are clear signs that they are not human. They typically dress in ragged layers of poorly-cured furs, tattered robes, and worn shawls.

Like all hags, marzannas speak Jattalaic and one common human language.

Combat
A marzanna prefers not to fight if she can convince others to give up without a fight, or if she can convince others to do her fighting for her.

Improved Low-Light Vision (Ex): A green hag has exception visual acuity, allowing her to see three times as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination.

Dreadful Eye (Su): Three times per day, a marzanna can cast her dire gaze upon any single creature within 30 feet. The target must succeed on a DC 15 Will save or become panicked for 10 rounds. Creatures that are panicked by a marzanna's dreadful eye must succeed on a DC 15 Fortitude save or die from fright. This is a mind-affecting feat effect. The save DC is Charisma-based.

Rend (Ex): A marzanna that hits with both claw attacks latches onto the opponent's body and tears the flesh. This attack automatically deals an extra 2d6+7 points of damage (2d8+13 if the marzanna is in her Large form).

Spell-Like Abilities (Sp): At will - dancing lights, ghost sound, obscuring snow, pass without trace, ray of frost (+7 or +5 ranged touch); three times per day - alter self, bestow curse, numbing sphere, wall of ice; once per day - ice storm; once per week - control weather, nightmare. Caster level 8th. The save DCs are Charisma-based.

Shift Size (Su): A marzanna hag can change her size to size Large and back to size Medium at will. Shifting size is a standard action that does not provoke an attack of opportunity. When a marzanna hag is Large, she gains a +8 to Strength, +4 to Constitution, and +2 to her natural armor, and has a 10-foot reach, but suffers a -2 to Dexterity and a -1 to Armor Class and attacks. These modified statistics are listed above as a secondary set of statistics. Most hags prefer to remain in their smaller form, but will shift size if forced to enter melee or if they desire a more imposing appearance.

Hag Covey
From time to time, a trio of hags gathers as a covey. Usually this foul triune consists of three hags from three different types, but this is not always the case.

Combat
Hags in a covey rely on deception and their boosted magical abilities in combat.

A covey of hags is 80% likely to be guarded by 1d8 ogres and 1d4 evil giants who do their bidding. These minions are often disguised with a veil spell to appear less threatening and sent forth as spies. Such minions often (60%) carry magic stones known as hag eyes (see below).

Spell-Like Abilities: Three times per day: Animate dead, bestow curse (DC 17), control weather, dream, forcecage, mind blank, mirage arcana (DC 18), veil (DC 19), and vision. Caster level 9th. The save DCs are based on a Charisma score of 16. To use one of these abilities (which requires a full-round action), all three hags must be within 10 feet of one another, and all must participate.

Once per month, a covey that does not have a hag eye can create one from a gem worth at least 20 shillings (see below).

Hag Eye
A hag eye is a magic gem created by a covey. It appears to be nothing more than a semiprecious stone, but a gem of seeing or other such effect reveals it as a disembodied eye. Often, a hag eye is worn as a ring, brooch, or other adornment. Any of the three hags who created the hag eye can see through it whenever they wish, so long as it is on the same plane of existence as the hag. A hag eye has hardness 5 and 10 hit points. Destroying a hag eye deals 1d10 points of damage to each member of the covey and causes the one who sustained the greatest damage to be blinded for 24 hours.

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General Rules: Monsters - Ice Paraelemental, Monolith

Ice Paraelemental, Monolith (from Dragon Magazine #347)
Gargantuan Elemental [Air, Cold, Extraplanar]

Hit Dice: 36d8+216 (378 hit points)
Initiative: +9
Speed: 60 feet
Armor Class: 36 (-4 size, +1 dodge, +9 Dexterity, +20 natural); touch 15; flat-footed 26
BAB/Grapple: +27/+50
Attack: Icicle +35 melee (6d6+11 plus 4d6 cold, piercing, 19-20 x2)
Full Attack: 2 icicles +35 melee (6d6+11 plus 4d6 cold, piercing, 19-20 x2)
Space/Reach: 20 feet by 20 feet/20 feet
Special Attacks: Chill metal
Special Qualities: Darkvision 60 feet, DR 15/-, elemental traits, ice walking, immunity to cold, vulnerability to fire
Saves: Fortitude +18, Reflex +29, Will +16
Abilities: Str 32, Int 12, Wis 15, Dex 29, Con 22, Cha 17
Skills: Balance +11, Diplomacy +5, Intimidate +16, Jump +25, Listen +43, Sense Motive +15, Spot +43, Tumble +22
Feats: Ability Focus (Chill Metal), Blind-Fight, Cleave, Combat Reflexes, Dodge, Great Cleave, Improved Critical (Icicle), Improved Natural Attack (Icicle), Iron Will, Mobility, Power Attack, Skill Augmentation (Listen and Spot), Spring Attack, Weapon Finesse, Weapon Focus (Icicle)
Environment: Elemental Plane of Cold
Organization: Solitary
Challenge Rating: 17
Treasure: None
Alignment: Usually neutral
Advancement: 37 - 54 Hit Dice (Gargantuan)

This towering creature seems to be a translucent statue of ice covered head to toe in sharpened icicles. The glint of reflected light gives the appearance of capricious, winking eyes.

Ice paraelemental monoliths speak Aquan and Auran.

Combat
Ice monoliths are patient combatants, often waiting for foes to come to them. They sometimes pretend to be flat-footed, delaying their action in hopes of luring opponents within reach of their many attacks of opportunity. In any case, ice monoliths move to maximize the number of opponents within the radius of their chill metal attack, then maneuver to outlast the enemy.

Chill Metal (Su): As a standard action, an ice monolith can lower the air temperature around it drastically. All creatures and objects within a 60-foot radius are affected by chill metal (as the spell, Will save DC 31 negates). As with the spell, it takes 3 rounds for affected metal to reach the freezing stage. Once it does, it remains at that stage until the ice paraelemental takes a standard action to ed the effect or the metal leaves the area. The metal returns to its starting temperature 2 rounds later, just as with the spell. The save DC is Charisma-based.

Icewalking (Ex): This ability works like the spider climb spell, but the surfaces the ice monolith climbs must be icy. It is always in effect.

Cold Subtype (Ex): Cold immunity, double damage from fire except on a successful save.

Elemental Traits: Immune to poison, sleep effects, paralysis, and stunning; not subject to critical hits or flanking. Elementals do not eat, sleep, or breathe. Cannot be raised, reincarnated, or resurrected except by limited wish, wish, miracle, or true resurrection.

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Sunday, January 2, 2011

Campaign Design - Spells: Conjure Ice Beast I

Conjure Ice Beast I (adapted from Frostburn)
Conjuration (Creation)[Cold]

Components: V, S, DF
Casting Time: 1 full round
Range: Close (25 feet + 5 feet per 2 caster levels)
Target, Effect, or Area: One conjured ice creature
Duration: 1 round per caster level (D)
Saving Throw: None
Spell Resistance: No

This spell creates a creature constructed from magical ice. It appears where you designate and acts immediately on your turn. it attacks your opponents to the best of its ability. If you can communicate with the creature, you can direct it not to attack, to attack particular enemies, or to perform other actions.

The spell conjures one of the creatures from the 1st-level list set forth below. The conjured creature cannot have the fire subtype. You choose which kind of creature to conjure, and you can change that choice each time you cast the spell. The conjured creature is a construct made of magical ice, gaining the ice beast template.

In all other ways, conjure ice beast I functions like summon monster I.

Conjure Ice Beast, 1st Level List
  • Baboon
  • Badger
  • Dire Rat
  • Dog
  • Eagle
  • Giant Fire Beetle
  • Hawk
  • Hyena
  • Monkey
  • Monstrous Centipede, Medium
  • Monstrous Scorpion, Small
  • Monstrous Spider, Small Hunting
  • Monstrous Spider, Small Webspinner
  • Octopus 1
  • Owl
  • Porpoise 1
  • Raven
  • Viper, Small
  • Wolf
1 Can only be summoned into an aquatic or watery environment

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Campaign Design - Spells: Call Energy

Call Energy (Conjuration: By Bell, Book, and Candle)
Conjuration (Creation, see text)

Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 feet + 5 feet per 2 caster levels)
Target, Effect, or Area: 20-foot radius burst
Duration: 1 round per caster level
Saving Throw: Reflex half
Spell Resistance: No (see below)

You open a momentary gate to one of the elemental planes, bringing forth a roiling mass of the associated elemental energy. The burst blocks line of sight. You can choose acid, cold, electricity, fire, or sonic energy. The spell becomes a spell of the chosen energy type. The sphere inflicts 1d6 points of that energy damage for every two caster levels to all targets within the area each round. Anyone who succeeds on a Reflex save suffers only half damage and is immediately moved to the nearest edge of the elemental burst.

The spell can be centered on a specific target. If it is, the target gets no initial Reflex save and must suffer the normal spell effect for the first round. In this case, spell resistance applies, and if successful, the call energy is negated without manifesting at all.

Material Component: A gem worth 100 shillings and a two-inch square of silk of a color appropriate to the energy type called. This can be brown or green for acid; blue or white for cold; purple for electricity; orange, red, or yellow for fire; or clear or grey for sonic. The Dungeon Master may assign other colors at their discretion.

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Campaign Design - Spells: Icebolt

Icebolt (from the Book of Eldritch Might)
Evocation [Cold]

Level: Druid/Spirit Shaman 2, Sorcerer/Wizard 2
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 feet + 10 feet per caster level)
Target, Effect, or Area: One creature
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

A bolt of razor-sharp ice launches from the palm of your hand at a single target. You must make a normal ranged touch attack roll; if you succeed, the bolt inflicts 2d6 points of piercing damage and 1d6 points + 1 point per caster level (maximum +10) of cold damage. If the attack roll misses, calculate whether it would have hit as a ranged touch attack. If so, then the bolt strikes and inflicts only the cold damage. If the ranged touch attack misses, there is no effect.

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Campaign Design - Spells: Greater Mark of Frost

Greater Mark of Frost (from the Book of Eldritch Might)
Evocation [Cold]

Level: Druid/Spirit Shaman 5, Sorcerer/Wizard 4
Components: V, S
Casting Time: 1 full round
Range: Touch
Target, Effect, or Area: One creature
Duration: One hour per caster level or until discharged
Saving Throw: Will negates (harmless)
Spell Resistance: Yes

The energy of the spell creates a blue-white, angular mark on the face, hand, or other prominent feature of any creature, living or undead. Those bearing this mark gain Cold Resistance 20 due to a hard, icy coating that protects their skin. They also possess the ability to conjure a greater spear of ice, which is a ball of cold that inflicts 6d6 points of cold damage in a 20-foot spread. The coldball can be hurled to Medium range (100 feet + 10 feet per caster level). A successful Reflex save halves the damage. Using the greater spear of ice ability immediately dismisses the greater mark of frost.

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