FREEZE
D20
D20
SPELLS
SPELLS

FREEZE

Freeze 1 (Lesser Freeze)
Evocation [Cold]
Level: Sor/Wiz 2
Components: V, S, M
Casting Time: 1 action
Range: 30 ft. + 5 ft/3 levels
Area: Everything within a 5 ft. square
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

The air in the target area becomes frigidly cold as a fell wind blasts through
the area. A small amount of ice crystals begin to form, blasting into the target,
who takes 1d8 + 2/level cold damage (max 1d8 + 15).

Material Components: A small vial of water which you blow on, causing it to freeze and
dematerialize

Freeze 2 (Iceball)
Evocation [Cold]
Level: Sor/Wiz 3
Components: V, S, M
Casting Time: 1 action
Range: 400 ft + 40 ft/level
Area: 20-ft-radius spread
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes

The cold specialized wizard's answer to fireball, freeze 2 conjures an
outward blast of freezing air and ice from a point in space, dealing 1d6/level
cold damage (max 10d6).
You point your finger and determine the range (distance and height) at
which the iceball is to burst. A shining, blue, super-cold, pea-sized bead streaks
from your pointing digit, and unless it impacts upon a material body or solid
barrier prior to attaining the prescribed range it explodes into the iceball at that
point (an early impact results in an early detonation). If you attempt to send the
bead through a narrow passage, such as through an arrow slit, you must "hit"
the opening with a ranged touch attack, or else the bead strikes the barrier
and detonates prematurely.
The iceball freezes small patches of water for 1d4 rounds, creating
movement hazards. Flasks of water are also subject to freezing, though if
carried are allowed a reflex save at the possessing creature's bonus. The
iceball causes organic material such as plants to frost over.

Material Components: A tindertwig dipped into a vial of water and then blown on, causing
it to freeze and disintigrate.

Freeze 3 (Greater Freeze)
Evocation [Cold]
Level: Sor/Wiz 4.
Components: V, S, M
Casting Time: 1 action
Range: 50'+5'/3 levels
Area: Everything in a 15’ radius
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes

Large balls of ice begin to form in the spell's area as the surrounding
temperature drops to incredibly low, arctic-like temperatures. The balls of ice
are blown into creatures within the area by gale-force winds, causing them to
shatter and cover the targets with ice. Creatures within the spell's area take
(1d8+1)/level cold damage (max 10d8 + 10).

Material Component: Crushed coal which is thrown into the air and blown away, causing
it to freeze and disappear.

Freeze 4 (Ultimate Freeze)
Evocation [Cold]
Level: Sor/Wiz 6.
Components: V, S, M
Casting Time: 1 action
Range: 50'+5'/3 levels
Area: Single target
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

As Freeze 3, except the area becomes far more frigid, extending into
temperatures well below those occurring naturally, and the iceballs are sharp
and pointed. The spell also manifests in a far more compact area, amplifying
its effects. The combination of cold and piercing balls of ice shattering create
an unbearable environment for the creature, and the sheer number of ice
shards and their appearance from all directions in such a small area make the
spell nigh unavoidable. The targeted creature takes (1d12+2)/level cold
damage (max 8d12 + 24).

Material Component: Crushed coal which is thrown into the air and blown away, causing
it to freeze and disappear.