Set |
3.5 spells from the Spell Compendium, like Ice Dagger (1st), Ice Knife (2nd) and Ice Lance (3rd) might help buff up the short spell list.
Frostburn includes more 3.5 options like Lesser Shivering Touch, Ice Darts, Zone of Glacial Cold, Numbing Sphere, Heat Leech, Blood Snow, Shivering Touch, etc.
For a non-Paizo Pathfinder selection, the Genius Guide to Ice Magic includes spells like Biting Wind and Arctic Air.
Almost any elemental damaging spell could have been researched as a cold/ice spell, by some NPC who was *not* an Admixture wizard, and the GM could allow a PC to find or purchase (or reseach themselves!) a cold / ice version of burning hands (freezing fingers) or acid arrow (ice javelin) or scorching ray (arctic gusts).
Mercurial |
blackbloodtroll wrote:Are you making a cold specialist? Are you going Sorcerer or Wizard?Yes, cold specialist; evocation admixture "19"/ sorcerer crossblooded (white dragon- orc)"1", begining at level 8. But a bit lost with the spells.
So long as you keep in mind that as an Admixture Evoker you can spontaneously change any energy type to another energy type, so fire or lightning spells can be cold spells instead 5-8 times a day. The best spells for admixture to me would be Burning Hands (1st), Burning Arc (2nd), Flaming Sphere (2nd), Fireball (3rd), Ball Lightning (4th), Fire Snake (5th), Chain Lightning (6th) and Stormbolts (8th). Cold actually gets screwed pretty hard as far as damaging spells go - of course, I'd also have a chat with your GM to see if he'd let you 'research' cold versions of the above existing spells...
Here's a question for everyone - can you prepare a Rimed Fireball? Rime Spell states:
Benefit: The frost of your cold spell clings to the target, impeding it for a short time. A rime spell causes creatures that takes cold damage from the spell to become entangled for a number of rounds equal to the original level of the spell.
This feat only affects spells with the cold descriptor.
Since the application of Admixture is spontaneous, is there any way to 'prepare' a Fireball spell with a cold descriptor and the Rime Spell feat?
HaraldKlak |
Since the application of Admixture is spontaneous, is there any way to 'prepare' a Fireball spell with a cold descriptor and the Rime Spell feat?
As I read it, yes you can prepare fireballs with Rime Spells.
Rime Spell like other metamagic feats only affect certain types of spells. But the wording doesn't make it illegal use them on spells where they don't have any effect.
As such when you prepare your rimed fireball, you get the drawback of higher level. At the time you cast it, whether or not you get the benefit, depends on whether you admixture it or not.
Alaryth |
Have to take a good look at feats, didn't remember that one, is perfect for the idea... but I don't think it works.
As I undestand Metamagic, the spell needs to be a Cold when you prepare it, but you only transforms the spell when you cast it; before is the normal spell and no legal target for Rime.
But I will be happy to be wrong.
cartmanbeck RPG Superstar 2014 Top 16 |
Alaryth wrote:blackbloodtroll wrote:Are you making a cold specialist? Are you going Sorcerer or Wizard?Yes, cold specialist; evocation admixture "19"/ sorcerer crossblooded (white dragon- orc)"1", begining at level 8. But a bit lost with the spells.So long as you keep in mind that as an Admixture Evoker you can spontaneously change any energy type to another energy type, so fire or lightning spells can be cold spells instead 5-8 times a day. The best spells for admixture to me would be Burning Hands (1st), Burning Arc (2nd), Flaming Sphere (2nd), Fireball (3rd), Ball Lightning (4th), Fire Snake (5th), Chain Lightning (6th) and Stormbolts (8th). Cold actually gets screwed pretty hard as far as damaging spells go - of course, I'd also have a chat with your GM to see if he'd let you 'research' cold versions of the above existing spells...
Here's a question for everyone - can you prepare a Rimed Fireball? Rime Spell states:
Benefit: The frost of your cold spell clings to the target, impeding it for a short time. A rime spell causes creatures that takes cold damage from the spell to become entangled for a number of rounds equal to the original level of the spell.
This feat only affects spells with the cold descriptor.
Since the application of Admixture is spontaneous, is there any way to 'prepare' a Fireball spell with a cold descriptor and the Rime Spell feat?
From what I understand, HeraldKlak is correct, you can prepare a spell with any metamagic, you just might not actually benefit from it.
Berselius |
I apologize in advance if this is bumping a thread that's already well dead.
Here is my custom made Boreal Sorcerer Bloodline.
Hope it helps you out:
The fury of a winter storm dwells deep inside you and all the rage and power of a blizzard are yours to command. Your ancient ancestors may have been frost giants, cold hearted fey, or perhaps a distant and remote descendant of one of the dreaded daughters of Baba Yaga (aka the infamous White Witches of Irrisen).
Class Skill: Survival
Bonus Spells: icicle dagger (3rd), frost breath† (5th), ice lance† (7th), ice storm (9th), cone of cold (11th), freezing sphere (13th), ice claw† (15th), polar ray (17th), obedient avalanche† (19th)
Bonus Feats: Diehard, Elemental Focus (cold only), Great Fortitude, Endurance, Greater Elemental Focus (cold only), Improved Initiative, Rime Spell, Toughness
Bloodline Arcana: Whenever you cast a spell with the cold descriptor, increase the spell’s save DC by 1. This bonus stacks with other bonuses to spell’s save DC.
Bloodline Powers: Your connection to the ancient and primeval winters grants you a mastery of cold magic that few can match. You are virtually unmatched when fought against in the frozen lands of the frostfell.
Icewalker (Sp): At 1st level, you ignore the effects of a cold climate as if using [i]endure elements and can move across snow and icy surfaces without penalty and without leaving tracks.
Arctic Adaptation (Ex): At 3rd level, you gain cold resistance 5 and you ignore concealment and Perception penalties in natural or magical snow and ice. At 9th level, your cold resistance increases to 10 and you can climb icy surfaces as if using [i]spider climb. At 15th level, you gain a +2 natural armor bonus.
Primal Cold (Su): At 9th level, any creature immune to cold damage still takes half damage (round down, minimum 1) from any cold damage you deal unless it makes a Fort save (DC 10 + 1/2 your sorcerer level + your Charisma modifier). Resistant creatures’ cold resistance is treated as 10 less than normal.
Blizzard (Sp): At 15th level, as a standard action, you can create a blizzard of snow and ice. This radius burst is centered on you and has a range of 10 ft. and a cylindrical height of 10 ft. per sorcerer level. Any creature caught in the blizzard takes 1d4 points of cold damage per sorcerer level, with a Reflex save resulting in half damage. The storm lasts for a number of rounds equal to your Charisma modifier; the ground remains icy (+5 to Acrobatics DC’s) as long as local conditions permit. The blizzard obscures sight beyond 5 feet, providing total concealment. A creature within 5 feet has concealment. You can use this ability once per day.
Child of the Frostfell (Su): At 20th level, you gain the cold subtype and you become immune to bleed, paralysis, poison, sleep effects, and stunning. In addition, you gain immunity to sneak attacks and critical hits. This power causes you to gain vulnerability to fire.
†: You can find these spells in the Dungeons and Dragons (3.5 Edition) Spell Compendium. They are easily convertible into Pathfinder RPG spell stat blocks.