Targets can breathe normally at high altitudes, suffering no ill effects. Although the death zone still affects them, the spell provides a +4 circumstance bonus to resist its effects. The duration is divided evenly among all creatures touched. Creatures already affected by altitude sickness recover after an hour of exposure to this spell, but must make checks as normal once it wears off.
Source: Otyughnomicon; Northern Waste Otyugh [Purple Duck Games]
A hibernate spell causes a comatose slumber to come upon one or more warm-blooded creatures. Roll 1d4 per two caster levels to determine how many total HD of creatures can be affected. Creatures with the fewest HD are affected first. Among creatures with equal HD, those who are closest to the spell’s point of origin are affected first. No creature with 5 or more HD is affected, and HD that are not sufficient to affect a creature are wasted. Hibernating creatures are helpless. Slapping or wounding awakens affected creatures, but normal noise
does not. Awakening a creature is a standard action (an application
of the aid another action). This spell can only be cast in conditions within cold terrain.
You can form an existing piece of ice into any shape that suits your purpose. For example, the caster can make an ice weapon, a special trapdoor, or a crude idol. Ice shape also permits the caster to reshape an ice door to make an exit where one didn’t exist or to seal a door shut. While it’s possible to make crude coffers, doors, and so forth with ice shape, fine detail isn’t possible. There is a 30% chance that any shape including moving parts simply doesn’t work.
MELD INTO ICE
Meld into ice enables you to meld your body and possessions into a single block of ice. The ice must be large enough to accommodate your body in all three dimensions. When the casting is complete, you and not more than 100 pounds of nonliving gear merge with the ice. A Perception check (DC 25) reveals a shadowy shape within the ice. If either condition is violated, the spell fails and is wasted.
While in the ice, you remain in contact, however tenuous, with the face of the ice through which he melded. You remain aware of the passage of time and can cast spells on yourself, while hiding in the ice. Nothing that goes on outside the ice can be seen, but you can still hear what happens around him.
Minor physical damage to the ice does not harm the caster, but its partial destruction to the extent that you no longer fit within it expels you and deals the caster 5d6 points of damage. The ice’s complete destruction expels the you and slays him instantly unless he succeeds at a Fortitude save (DC 18). Even if you make your save, you still take 5d6 points of damage.
At any time before the duration expires, you can step out of the ice through the surface that you entered. If the spell’s duration expires or the effect is dispelled before you voluntarily exit the ice, you are violently expelled and take 5d6 points of damage.
The following spells harm the caster if cast upon the ice that the caster is occupying: Ice shape deals the caster 3d6 points of damage but does not expel the caster. Faerie ice expels the caster and then slays the caster instantly unless he succeeds at a Fortitude save (DC 18), in which case the caster is merely expelled. Finally, passwall expels the caster without damage.
SILENT AND UNSEEN
You gain a +10 bonus to Stealth for 1 minute. In addition, for the spell’s duration any enemy targeting you with a melee, ranged or ranged touch attack must make a Will save or believe you vanish before their eyes (you do not actually vanish, but your opponent thinks you do for the purpose of their attack.)
The reflecting snow and ice flashes brightly and all reflected
sunlight burns into the subject’s eyes. The creature is blinded. This spell only functions if you are outdoors, in a cold terrain during the day.