Algid Spell in Pondera | World Anvil

Algid

Effect

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Algid

School: Necromancy [Cold]

Level:1, 3, 4, 5, 6, 8

Components: V, S

Casting Time: 1 Standard

Range: Touch

Target: Creature Touched

Duration: 1 round/level

Saving Throw: None

Spell Resistance: Yes

Cast using a 1st level spell slot. Your successful melee touch attack delivers a bitter chill to the target, causing them to shiver, and take 1d6 points of Dexterity damage until the spell expires.

Creatures with the Cold subtype are immune to the effects of Algid.

Enhance:When cast as a 3rd level spell, the target instead takes 3d6 Dexterity damage


Friginimbus

School: Conjuration/Necromancy [Cold]

Range: Medium

Area: 10ft radius spread, 20ft high

Duration: 1 round/level

Spell Resistance: See Text

Cast using a 2nd level spell slot. The spell creates a thin mist within the spells Aoe.

The mist is too thin to have any effect on vision, but the necromanctic energy infused witin causes all living creatures to become fatigued and take 2 points of cold damage per round that they are within the AoE.
If the spell fails to overcome the SR of a creature, the subject takes the cold damage but ignores the fatigue.

Augment: For each augmentation, increase the damage by 1 per round.

Enhance:For each higher level spell slot used, increase the radius and height of the spell by +5ft.


Algid Mind

Range: Close

Target: One Creature

Duration: Instantaneous

Saving Throw: Fortitude Half

Cast using a 4th level spell slot. Deals 10 cold damage and 1d4 points of Int damage to a creature.

Enhance:For each higher level spell slot used, increase the Int damage by +1


Algid Blood

Range: Close

Target:One Creature

Duration: 1 round/level

Saving Throw: Fortitude Partial

Spell Resistance: Yes

Cast using a 5th level spell slot. Target creature takes a -4 penalty on Attacks, AC, STR and DEX checks. If target is a spellcaster, they have a 50% chance of spell failure for the duration of spell so long as it uses a somatic component, even for a non arcane caster.

Creatures that make the Fortitude save take only a -2 penalty on attacks, AC, STR and Dex checks, and only a 25% chance of spell failure for spells with somatic components.
Creatures immune to critical hits and sneak attacks are unaffected by Algid Blood.

Enhance:When cast as a 6th level spell, you freeze the heart itself, encasing it in a block of ire. The target, if failing the fortitude save, becomes exhausted, and must succeed on a fort save within 1d3+2 rounds. If the target succeeds, they take 15 cold damage and are no longer exhausted. If they fail all rounds of the spell, they die.


When enhanced, the spell becomes instantaneous instead.
A character attempting to save the victim of enhanced Algid Blood, must use a healing spell or effect on the target creature, as well as succed on opposing caster level checks, or a heal check to prevent the creature from dying.

Absorb Warmth

Components: V, S, DF

Range: 20ft radius burst

Area: All creatures in range

Duration: Instantaneous

Saving Throw: Fort Negates

Spell Resistance: Yes

Cast using an 8th level spell slot. All creatures within range take 2 cold damage per caster level. For every living creature that takes damage from this spell, you gain 1 temporary HP. This temporary HP lasts for up to 1 minute per CL.

Enhance:When cast as a 9th level spell, the temporary HP becomes 2 per creature affected.



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