Pillar of Ice (Sorcerer/Wizard Spell)

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Level: Sorcerer/Wizard 4
School: Necromancy


Casting Time: Standard Action, or the first attack of a Full Attack Action
Components: V, S, M (A piece of ice, magically stabilized, worth 1 gp.)


Range: Medium (100 ft. + 10 ft./lvl)
Target or Area: One pillar five feet wide and ten feet tall per ten caster levels, 2 at 10th, 3 at 20th, and 4 at 30th.
Duration: Until the end of the current encounter, the end of the next encounter, or until the start of a full night's rest, whichever is sooner
Saving Throw: Reflex partial
Save DC: 10 + caster stat modifier + spell level
Spell Resistance: Yes


You speak clearly, strange words mixed with crackling and pinging sounds, your hands weaving before you as a bit of ice melts in your grasp.
At the culmination of the casting, you make a powerful gesture as though raising a heavy weight, and one of more pillars of blue-white opaque ice creak and crackle as they form.
This spell brings into existence a number of Pillars as defined above. Each Pillar must originate from a square on a horizontal solid surface to which you have line of sight. Each pillar must be vertical. No two pillars can be adjacent to each other: There must be at least five feet (one square) between each Pillar, although that space can be Blocked, Occupied, Impeded, etc.
If you evoke the pillars so that one or more appear in the space of any creature, that creature suffers (Circle 3 damage): 1d6 points of damage per character level (max 10d6 at character level 10) of cold (energy, common), and enough Push to move them out of the square. If they fall Prone to avoid the Push, they become Prone, lying on the square atop the Pillar. If the Pillar does not have enough space to rise to its full height, it conforms to the space available.
Damaged creatures are allowed a saving throw as defined above for half damage. A given creature can be affected by this initial effect only once, no matter how large it is. The pillars block the squares they appear in. Furthermore, once each round, any creature that moves adjacent to a Pillar after they are emplaced gains the Burned condition, inflicting cold damage, without benefit of a save. This Burned condition cannot be removed as long as the Pillars are present.
At the time of casting the caster decides if the pillars are square (creatures cannot cut the corners to go around it), or rounded (allowing creatures to cut the corners when trying to move around it). Once placed, each Pillar is immobile and fixed in place for the duration of the spell.
If cast multiple times, several castings can be 'joined together' to create more and more pillars, with the caveat that at least five feet must separate all pillars at all times. Attempting to place a pillar adjacent to another pillar causes the entire spell to fail, even if the pillars were built up over several castings.
Each Pillar of Ice provides Cover to creatures on the opposite side of it.
Pillars can be circumvented by some movement types, such as Flight, Vaulting, or Burrow.
Each Pillar is immune to Hit Point damage but can be destroyed by Sunders. To Sunder a pillar, roll against the Maneuver Defense of the caster. Each Pillar has a Durability of 1, so a single successful Sunder dispels them. Other siege damage can be used to destroy them as well. If Dispel or Disjunction is used on them, each Pillar must be dispelled, with a separate casting of the Dispel or Disjunction.
Pillar of Ice blocks line of sight, and line of effect.
This spell lays an arcane charge on its target(s). If the targets are something other than you or another creature (such as an object or area), the spell lays an arcane charge on you, the caster. Targets which already have an arcane charge present must choose which to keep if the new spell has the same charge type. Only one arcane charge can ever be present on a target at a time.
This charge can support multiple castings of the same spell, the charges merging into one another.

Mana Burn Circle Damage

Spell Circle Burn Cost Req'd Char Level Base Dice Max Dice
0 N/A N/A 1d4 per 2 character levels max of 4d4 at character level 8
1 N/A 1st 1d6 per character level max of 4d6 at character level 4
2 +1 3rd 1d6 per character level max of 6d6 at character level 6
3 +1 5th 1d6 per character level max of 10d6 at character level 10
4 +1 7th 1d6+1 per character level max of 12d6+12 at character level 12
5 +1 9th 1d6+1 per character level max of 15d6+15 at character level 15
6 +1 11th 1d6+2 per character level max of 16d6+32 at character level 16
7 +1 13th 1d6+2 per character level max of 20d6+40 at character level 20
8 +1 15th 1d6+3 per character level max of 21d6+63 at character level 21
9 +1 17th 1d6+3 per character level max of 25d6+75 at character level 25
10 +1 19th 1d6+4 per character level max of 25d6+100 at character level 25
11 +1 21st 1d6+5 per character level max of 25d6+125 at character level 25
12 +1 23rd 1d6+6 per character level max of 27d6+162 at character level 27
13 +1 25th 1d6+7 per character level max of 27d6+189 at character level 27
14 +1 27th 1d6+8 per character level max of 29d6+232 at character level 29
15 +1 29th 1d6+9 per character level max of 29d6+261 at character level 29
16 +1 31st 1d6+10 per character level max of 30d6+300 at character level 30
17 +1 33rd 1d6+11 per character level max of 30d6+330 at character level 30
18 +1 35th 1d6+12 per character level max of 30d6+360 at character level 30