Cold Snap, Mighty (3.5e Spell)
Author: Donnavin Snowolf
Conjuration [Cold] | |
Level: | Drd 8, Sor/Wiz 9 |
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Components: | V, S, M/DF |
Casting time: | 20 minutes |
Area: | Immobile 1/3 mile/level diameter circle |
Duration: | 2 day/level |
Saving Throw: | Fort negates (see below) |
Spell Resistance: | No |
You reduce the temperature in the target area by 6/caster level degrees F. The caster need not drop the temperature its full amount. Fire spells in the area suffer a 10% chance of failing and deal 3/4s normal damage. Heat metal does not function as normal in the area of mighty cold snap. Metals left unattended are affected by chill metal for the duration of the spell. Those attended by creatures must make a Fortitude save (equal to their bearer's save or their own, whichever is greater) every hour. Failure indicates they are affected by chill metal. Creatures spending special attention to their objects, such as covering them in cloth receive a +4 circumstance bonus to the save. Items affected by heat metal are not affected. Precipitation in the area automatically turns to hail (see rules for hail storms). Water in the area begins to freeze, taking roughly 1 minute/5 cubic foot.
Mighty cold snap counters all heat wave spells.
Material Component: A snow flake shaped diamond worth at least 1000gp, which remains in the center of the effect until its duration expires, and the diamond melts into water.
Special: The spell may be recast with the same diamond before the duration expires, effectively recharging the spell.
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