SableWyvern
Mongoose
My group just completed Cavern's of Kalte, and have picked up Vonotar's wand with the Cone of Frost spell. As such, I needed to come up with the actual stats for the spell, and it's other tiers. Let me know what you think.
Winter's Call
Tier I: Cone of Frost 1 End
A narrow cone of icy cold extends from the caster's outstretched hands. This does cold damage equal to the caster's Base Magical Damage, plus his class level, to all targets in a 30' line from his position. Those affected may make a Reflex save for half damage. No attack roll is required.
Tier II: Chill Ray 2 End
With this spell, the Mage releases a narrow beam of freezing blue light at a single target up to 60' away. If the mage succeeds at his magical attack roll, the target takes damage equal to the mage's Base Magical Damage, plus his class level. In addition, unless the target makes a successful Fortitude save, he will be frozen in place (held) for 1d6 rounds.
Tier III: Freezing Sphere 5 End
This spell freezes an area up to 20' in radius, centred up to 80' from the mage's position. Eveyone within the area of affect takes damage as per the Cone of Frost. Additionally, the surface of the area of affect becomes incredibly icy and slippery for one round per class level of the caster. Anyone attempting to move across the frozen surface must make a Reflex save. Those succeeding at their save may move at half pace only, while those failing the save slip, skid or fall, and cannot move at all.
Applying fire or extreme heat will melt the ice, and in very hot conditions (eg, a foundry, desert) the duration is halved. If the prevailing temperature is below freezing, the duration extends to 1 minute per class level.
I think that these affects are pretty much on a par with Lightning Hand -- the lack of to-hit rolls being balanced by the opportunities to save.
Winter's Call
Tier I: Cone of Frost 1 End
A narrow cone of icy cold extends from the caster's outstretched hands. This does cold damage equal to the caster's Base Magical Damage, plus his class level, to all targets in a 30' line from his position. Those affected may make a Reflex save for half damage. No attack roll is required.
Tier II: Chill Ray 2 End
With this spell, the Mage releases a narrow beam of freezing blue light at a single target up to 60' away. If the mage succeeds at his magical attack roll, the target takes damage equal to the mage's Base Magical Damage, plus his class level. In addition, unless the target makes a successful Fortitude save, he will be frozen in place (held) for 1d6 rounds.
Tier III: Freezing Sphere 5 End
This spell freezes an area up to 20' in radius, centred up to 80' from the mage's position. Eveyone within the area of affect takes damage as per the Cone of Frost. Additionally, the surface of the area of affect becomes incredibly icy and slippery for one round per class level of the caster. Anyone attempting to move across the frozen surface must make a Reflex save. Those succeeding at their save may move at half pace only, while those failing the save slip, skid or fall, and cannot move at all.
Applying fire or extreme heat will melt the ice, and in very hot conditions (eg, a foundry, desert) the duration is halved. If the prevailing temperature is below freezing, the duration extends to 1 minute per class level.
I think that these affects are pretty much on a par with Lightning Hand -- the lack of to-hit rolls being balanced by the opportunities to save.