Magic/Spells/Cold

Description
This page lists out all spells of the cold affinity, this page may have overlap with other pages, but will allow for ease of viewing spells with the associated affinity.

Animate Dead
Keywords: Cold or Dark; Necromancy

Prerequisites: Cold or Dark Affinity

Target: one humanoid corpse

Duration: instantaneous.

Range: Touch

Action: Standard

Saving Throw: None

Spell Resistance: No

Description: You may spend a spell point to reanimate the body of a recently deceased creature, if the body is too decayed or too maimed to funcion (GM discretion) the spell may outright fail, or produce a defective undead (usually requiring at least 80% of a skeleton or body to still be present). Once animated the newly created undead lasts indefinitely until destroyed and is loyal to you.

The statistics of this creature is determined by the type of creature it was in life, using the  Companion Page to determine specifics. The newly created undead has the same number of hit dice as when it was alive, selects a base form matching its form (usually biped for humanoids), and automatically gains the undead companion type. The companion has no constitution score, and instead uses its charisma score in place of constitution for all calculations and abilities that rely on constitution. Otherwise the creature retains none of its abilities or special movement modes from when it was alive. The animated dead may benefit from any equipment it possessed or any you provide.

You can control only 4 HD worth of undead creatures per BCB. If you exceed this number, all the newly created creatures fall under your control, and any excess undead from previous castings become uncontrolled. You choose which creatures are released. In addition you may decide at any point to relinquish control of any undead you currently control.

Unlike normal companions, animated undead by default are mindless, possessing a 0 intelligence and having no feats or skill ranks, except for any proficiencies the base creature possessed. You may only issue simple commands to your controlled undead such as “go”, “stay”, “follow me”, “attack”, or “guard”; more complex commands are generally not understood by the undead.

Unless otherwise specified you may not add companion talents to an animated dead like a normal companion, nor does it grow in strength as you gain additional BCB. When an animated dead is reduced to 0 hit points it is destroyed, and unable to be animated again.

Enhance Undead
Prerequisite: Animate Dead, BCB 10th

Benefit: You may cast Animate dead on a single undead you already control, causing it to gain 5 hit dice of power (to a limit of your hit dice, or your current control limit, whichever is lower). In addition you may apply any greater dead talents not already applied to it. You may only target a specific undead with this talent once.

Grasping Corpse
Prerequisite: Animate Dead

Benefit: Instead of the usual effects of animate dead, you may cause a single corpse to animate for only a brief moment, lurch forward up to 30 feet, and attempt to trip or grapple a single creature of your choice. The corpse used by this ability does not provoke attacks of opportunity for this movement. The combat maneuver attempted by the corpse uses your SPB in place of its BAB, and your CAM in place of Strength. If choosing to grapple the corpse does not maintain the grapple, instead the creature gains the grappled condition until they break free from the corpse. Destroying the corpse may also end the grapple (the corpse has 12 hit points and DR 5/slashing)

Greater Control
Prerequisite: Animate Dead, BCB 12th

Benefit: You may now control one additional hit dice of undead per BCB with the animate dead spell.

Undead Menagerie
Prerequisite: Animate Dead, BCB 4th

Benefit: You may animate any corpse, not just the corpses of humanoids.

Restorative Animation
Prerequisite: Animate Dead, BCB 14th

Benefit: You may spend an additional spell point when casting animate dead to cause the corpse you are animating to regenerate and restore itself, allowing a corpse to be animated as an undead despite any injuries, missing limbs, or excessive decay it may have possessed. You must still have at least 50% of the creature’s skeleton still to use this ability, and this does not allow the animation of fossils.

Sentry Skull
Prerequisite: Animate Dead

Benefit: You animate and restore senses to a severed head of a humanoid or monstrous humanoid. The head has darkvision 60 feet, and low-light vision. If the head is affixed to a pole, spear, branch, or other stable object it may swivel in place to look in any direction, gaining a +5 bonus on perception checks.

While within 30 feet of the head you may spend a standard action to share senses with it, seeing and hearing from its location, and gaining the benefit of its vision types.

Once the head is created, you may set a triggering condition. If you are within 30 feet of the head, you immediately know if it is triggered, waking you from normal sleep. (for example it may alert you if a humanoid comes into view). The head otherwise cannot speak, think, or take any other action beyond turning itself.

Greater Dead Talents:
Greater dead talents allow you to improve upon undead you animate. These talents do not retroactively apply to existing undead you control, and must be applied at the point animate dead is cast upon a corpse.

Martial Undead
Prerequisite: Animate Dead

Benefit: Your animated dead are treated as having simple and martial weapon and armor proficiency. If the creature already possessed these proficiencies it may gain a single exotic armor or weapon proficiency of its choice.

Might of the Grave
Prerequisite: Animate Dead, BCB +2

Benefit: Upon selecting this talent choose Powerful Companion, Fortified Companion, or Quick companion talent; you may spend an additional spell point as part of casting animate dead to apply the effects of the selected talent to the animated dead. You may select this talent more than once each time selecting an additional companion talent you did not choose the first time. You may apply each talent you’ve selected as part of the same casting each time paying the additional spell point per companion talent applied.

Greater Undead
Prerequisite: Animate Dead, BCB +2

Benefit: Your animated dead’s Charisma is increased by 4, +1 per 2 Hit Dice.

Intelligent Undead
Prerequisite: Animate Dead, BCB 8th

Benefit: You may spend an additional spell point to cause your animated dead to gain rudimentary intelligence; gaining an intelligence score of 3. In addition it gains 1 skill it had ranks in from when it was alive of your choice. Your undead may speak when commanded to and may even convey some information they knew when they were alive. Undead with an intelligence score may receive and carry out more complex commands.

Recalled Training
Prerequisite: Animate Dead, BCB +3

Benefit: You may spend an additional spell point when using animate undead to allow the animated dead to retain a number of feats it possessed when it was alive. It may retain one feat plus one additional feat per 3 BCB after +3. You must choose any prerequisite feats the creature possesses to gain the benefits of other feats that have prerequisites. Feats the rely on a race or class feature do not function unless the animated dead is capable of possessing that race or class feature.

Recalled Heritage
Prerequisite: Animate Dead, BCB +6

Benefit: You may spend an additional spell point when casting animate dead to allow the animated dead to count as its original race or creature type in addition to undead. This may allow it to benefit from any feats, abilities, or effects dependent on race.

Recalled Prowess
Prerequisite: Animate Dead, BCB +8 Benefit: You may spend an additional spell point when casting animate dead to allow the animated dead to retain a single special ability or class feature it possessed. The recalled class feature may still treat its hit dice as its class levels for the purposes of determining its power, though it gains no other benefits from its class. At 12th BCB and every 4 thereafter the creature may retain one additional special ability or class feature.

Bone Shield
Keywords: Necromancy; Cold, Dark, or Nature

Prerequisites: Cold, Dark, or Nature affinity

Target: You

Duration: 10 minutes per BCB

Range: Personal

Action: Standard

Saving Throw: None

Spell Resistance: No

Description: You may spend a spell point to cause yourself to be surrounded by a series of floating bones that help reduce incoming damage. You summon one bone per 4 BCB (minimum 1). For each bone you have summoned you gain DR 2/- (stacking with itself). For every 20 points of damage prevented by this spell a bone is destroyed, lowering the DR provided by this spell by 2. Once all bones are destroyed the spell immediately ends.

Bone Fists
Prerequisite: Bone Shield

Benefit: While under the effects of bone shield you may spend an additional spell point to become further empowered, as your bones themselves begin to harden and sharply protrude. This grants the caster a +1 bonus to natural armor, a +2 bonus on damage rolls with natural weapons and unarmed strikes, and causes creatures who attempt to grapple the caster to take 1d4 points of piercing damage. This effect lasts for the duration of the spell, even after the last bone of the bone shield is destroyed.

Disruptive Touch
Keywords: Necromancy; Cold, Dark, or Entropic

Prerequisites: Cold, Dark, or Entropic Affinity

Target: Living Creature Touched

Duration: 1 round per BCB (see description)

Range: Touch

Action: Standard

Saving Throw: Fortitude negates

Spell Resistance: Yes

Description: You disrupt the lifeforce of a creature you touch. A successful save attack causes the creature to become fatigued for the duration of the spell; if you succeed by 2 degrees or more the target is instead exhausted. You may spend one spell point to increase the duration of the spell to 1 minute per BCB.

Disruptive Type Talents:
Disruptive type talents may be applied to a disruptive touch, granting it a different effect than the default fatigue status ailment. Only one Disruptive Type talent may be applied to a disruptive touch at one time.

Bleeding Touch
Prerequisite: Disruptive Touch

Saving Throw: None

Benefit: You may spend a spell point to cause your disruptive touch to cause the touched creature to begin to bleed for 1 point of bleed per BCB. Due to the magical nature of this bleed the DC to remove the bleed effect with heal increases by ½ the casters SPB, as well as creatures using healing spells must make a SPB check (1d20+SPB) against the SPB of the spell to remove the bleed through the application of healing magic. You may spend an additional spell point to increase the bleed from this talent to 2 points of bleed per BCB.

Blinding Touch
Prerequisite: Disruptive Touch

Duration: 1d4 rounds or Permanent (see description)

Benefit: You may splend a spell point to cause a creature to become blinded on a successful save attack for 1d4 rounds. If you succeed by greater than 2 degrees this effect instead becomes permanent requiring the effect to be cleansed from the creature via other spells and effects.

Deafening Touch
Prerequisite: Disruptive Touch

Duration: 1d4 rounds or Permanent (see description)

Benefit: You may splend a spell point to cause a creature to become deafened on a successful save attack for 1d4 rounds. If you succeed by greater than 2 degrees this effect instead becomes permanent requiring the effect to be cleansed from the creature via other spells and effects.

Greater Disruptive Touch
Prerequisite: Disruptive Touch, BCB 3rd

Benefit: You may spend a spell point to cause your disruptive touch to exhaust creatures on successful save attack, and if you fail by one degree or less the creature is still fatigued for 1 round.

Sickening Touch
Prerequisite: Disruptive Touch

Benefit: You cause a creature to become sickened on a successful save attack. If you succeed by two degrees or more the creature is instead exhausted.

Steal Voice
Prerequisite: Disruptive Touch, BCB 2nd

Benefit: You cause a creature to have difficulty speaking. On a successful save attack the target must spend a swift action to focus on speaking, with a 20% chance to fail at any verbal spellcasting. If you succeed by one degree the target becomes mute for the duration; greater than two degrees the creature becomes permanently mute requiring the effect to be cleansed from the creature via other spells and effects.

Weakening Touch
Prerequisite: Disruptive Touch

Duration: Instantaneous

Benefit: You may spend a spell point to cause a creature to take 1d10 points of nonlethal damage per 2 BCB (minimum 1d10) on a successful save attack. A failed save attack deals half.

Disruptive Ray
Prerequisite: Disruptive Touch

Keywords: Shaped

Range: Close

Benefit: Your disruptive touch spell may now make ranged touch attacks against creatures within close range. In addition the Disruptive touch spell gains the shaped keyword.

Exhausting Bleed
Prerequisite: Bleeding Touch, Disruptive Touch

Saving Throw: Fortitude negates

Benefit: Creatures affected by your bleeding touch talent are subject to a fortitude save attack. A successful save causes the bleeding creature to become fatigued while their hit points are below maximum, and exhausted if below half. Ending the bleed effect removes these additional effects.

Necromatic Touch
Prerequisite: Disruptive Touch

Target: Creature Touched (see text)

Duration: 1 round per BCB or 1d4 + 1 per BCB (see description)

Saving Throw: Fortitude or Will negates (see text)

Benefit: Your disruptive touch against living creatures deals 1d6 points of damage of a type matching the affinity talent used to cast the spell. Undead creatures touched by this with this talent instead take untyped damage, and are subject to a will save attack; a successful save attack causes undead creatures to become shaken for 1d4 rounds +1 per BCB, bypassing any immunities, you may not spend a spell point to increase this duration. If you succeed by two degrees or more the undead creature begins to flee as if panicked for the duration.

Life Thief
Keywords: Necromancy. Shaped

Prerequisites: Cold, Dark, or Entropic Affinity

Target: Creature touched

Duration: 1 round per BCB; or until discharged

Range: Touch

Action: Standard

Saving Throw: none

Spell Resistance: No

Description: The creature successfully touched by this spell has the effectiveness of healing reduced on them. Until the effect ends, whenever the target is subject to a healing spell or supernatural effect that heals hit points, the target only receives half the healing(rounded down). Once you’ve prevented 5 hit points of healing per BCB with this spell, the spell is discharged.

You may spend 1 spell point as part of casting to cause the healing prevented by life thief to be redirected to you. You must remain within 25 feet + 5 feet per two BCB of the target to gain this benefit.

Special: when applying a shape talent to this spell, you target creatures within the area with a will save attack. A failed will save attack negates the effects of the spell.

Greater Life Link
Prerequisite: Greater Life Thief, BCB 8th

Target: One creature

Duration: 10 minutes per BCB

Range: Close

Saving Throw: Will negates

Benefit: You may spend an additional spell point when casting life thief to reverse its effects, causing yourself to only take half damage from effects that deal hit point damage, and the targeted creature to take the damage prevented by this spell. If you fail at the will save attack or move beyond the range of the spell, the effect immediately ends and the spell does not prevent damage.

Special: This talent may not be combined with shape talents.

Life Link
Prerequisite: Life Thief, BCB 4th

Target: One creature

Duration: 10 minutes per BCB

Range: Close

Saving Throw: Will negates

Benefit: You may spend a spell point to form a mystical pact between you and another creature rather than the usual effects of life thief. Once the bond is taken the targeted creature takes only half damage from all sources that do hit point damage. Any damage prevented by this ability is instead taken by you. If you and the targeted creature move out of the spell’s range from each other, the spell immediately ends.

Special: This talent may not be combined with shape talents.

Life Pact
Prerequisite: Life Thief, BCB 4th

Target: One creature per BCB, no two of which can be more than 30 feet apart.

Duration: 1 minute per BCB

Saving Throw: Will negates

Benefit: You may spend a spell point to form a mystical pact between multiple creatures rather than the usual effects of life thief. If any target within the pact is reduced to fewer than 0 hit points, the target drains hit points from nearby targets of the pact. They may drain up to 5 hit points from creatures within the pact within 30 feet; this cannot drain a creature below 0 hit points. Hit points drained in this way are granted to the creature, and may prevent them from dying, but may not raise the creature above 0 hit points.

Vampiric Touch
Prerequisite: Life Thief, BCB 4th

Saving Throw: none

Duration: See Text

Benefit: When casting life thief you may spend a spell point to instead cause the spell to steal life force directly from the target creature. Instead of its usual effect of life thief you instead deal 1d6 points of damage per two BCB to the target. This damage is determined by the affinity talent utilized with the casting of this spell (usually dark or entropic). You gain temporary hit points equal to the damage dealt; these temporary hit points last one hour.

You may spend an additional spell point to allow the normal effects of life thief to occur in addition to the effects of vampiric touch; and may spend an additional spell point to redirect healing. Special: when applying a shape talent to this spell, you target creatures within the area with a will save attack. A failed will save attack deals half damage, and negates the effects of life thief if the caster chose to spend the additional spell point to apply the effects of life thief to the vampiric touch.

Sleet Storm
Keywords: Cold, Evocation

Prerequisites: Cold Affinity

Target: Cylinder (40-ft. Radius + 5 feet per 4 BCB, 20 ft. high)

Duration: Concentration or 1 round per BCB(see description)

Range: Long

Action: Standard

Saving Throw: None

Spell Resistance: No

Description: A sleet blocks all sight within the area. Creatures within the area have their movement speed reduced by 5 feet (minimum 5 feet) and take 1d4 Cold damage if they begin their turn within the area. You may spend 1 spell point to allow the spell to continue without concentration.

Ice Slick
Prerequisite: Sleet Storm

Saving Throw: Reflex (negates)

Benefit: You may spend 1 spell point as part of casting Sleet Storm to cause it to leave a field of ice within its area for the duration of the spell. Creatures within the area when the spell is cast are subject to a reflex save attack. A successful save attack causes creatures within to fall prone.

This area is treated as difficult terrain for the duration of the spell. Creatures attempting to move through this area must make an acrobatics check against the save attack of this spell. If you succeed against their Acrobatics check by less than one degree of success the creature cannot move that round and must make a new reflex save to avoid falling prone; one degree of success or more against the creature’s acrobatics check causes them to fall prone without a reflex save.

Each square of ice slick is 1 inch thick with 1 hardness. Creatures may break the ice slick by dealing at least 3 points of damage to an individual square of the ice slick, but the ice returns each round if it remains within the area of the sleet storm.

Ice Storm
Prerequisite: Sleet Storm, BCB 6th.

Benefit: You may spend 1 spell point when casting sleet storm to improve it to an ice storm. Creatures who begin their turn with the area take 1d6 points of cold damage and 1d6 points of bludgeoning or piercing damage (chosen when the spell is cast) instead of the usual 1d4 cold damage. In addition creatures within the area have their speed reduced by an additional 5 feet (minimum 5 feet). At 10th BCB and every 10 thereafter the cold damage dealt by this spell improves by an additional 1d6.

Wandering Storm
Prerequisite: Sleet Storm, BCB 8th

Benefit: You may direct your sleet storm as a move action causing it to move up to 5 feet plus 5 feet per 5 BCB. Effects that are created within the area (such as the ice slick talent) are created within the new location of the spell as long as it remains in that location for 1 full round; effects last for 1 round per 4 BCB you possess after your ice slick leaves the area.