Ur Polar Ray (3.5e Spell)
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Evocation [Cold] | |
Level: | Sorcerer/Wizard 8 |
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Components: | V, S, F |
Casting time: | 1 standard action |
Range: | Long (400 ft. + 40 ft./level) |
Effect: | Ray |
Duration: | Instantaneous |
Saving Throw: | None |
Spell Resistance: | Yes |
The spell polar ray was not always as weak as it is. The spell is but a pale shadow to the original polar ray which froze dragons solid and broke ancient deities.
A blue-white ray of freezing air and ice springs from your hand. You must succeed on a ranged touch attack with the ray to deal damage to a target. The ray deals 2d6 points of cold damage per caster level, 1d8 Dexterity damage, and cuts the creature's movement speeds in half as ice constantly coats them from their ever-chilling body. Multiple casts of this spell stack the speed reduction (minimum 5 ft). The speed reduction lasts until the creature is exposed to an amount of fire damage equal to the damage of polar ray (before resistances or immunities), either all at once or over a period of time. Immunity to cold damage renders immunity to the cold and the ability damage, but not the slow effect.
For example, a treant is hit for 81 cold damage and its speed is halved. It will continue to have a hampered speed until it takes 81 fire damage.
Creatures brought to 0 hp or lower by this spell can be turned into ice statues at your choice instead of killing them. This acts like flesh to stone except it is ice (hardness 2 and the risk of melting).
Focus: A small, white ceramic cone or prism.
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