Pillar of Ice (Spell)
- Level: Sorcerer/Wizard 4
- School: Necromancy
- Casting Time: Standard 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 11th, 3 at 21st, and 4 at 31st.
- 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 or divine charge on its target(s), depending on the caster who is casting the spell. If the targets are something other than you or another creature (such as an object or area), the spell lays an arcane or divine charge on you, the caster. Divine casters lay a divine charge, and arcane casters lay an arcane charge. Targets which already have an arcane or divine charge present must choose which to keep if the new spell has the same charge type. Only one arcane charge and one divine 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.