Creeping Chills (3.5e Spell)

With a touch, you curse the target with a spreading cold that continues to move throughout their body until they have been totally frozen. Each round that someone is under this spell’s effect, they take 1d6 points of cold damage per three caster levels. In addition, they and any spaces they move across each turn are rimed in ice that functions as a grease effect; the effect on the victim is constant while the slick on the ground lasts until the beginning of their next turn.

Each round, the victim must make a Fortitude save or become fatigued. Once fatigued, they must continue making Fortitude saves to avoid becoming exhausted, at which point they remain exhausted for the duration of the spell. A creature killed by the cold damage of this spell is frozen solid, unable to be animated as an undead creature. They are now also treated as an object that shatters when struck, which destroys the remains and prevents the creature from being raised by any means that require remains to work.

Anyone who makes physical contact with the target (using natural weapons if in combat, not merely melee weapons) or its intact corpse must make a Fortitude save or also come under the effects of the spell. If this occurs, however, the spell’s duration is not reset.