Icy Prison and Admixture Wizard


Rules Questions


I just picked up Icy Prison for my admixture evoker. If I change the spell's energy type to fire,what happens? My thought is that the subject is enveloped in a fiery blaze that burns for the duration. No entangling, no possibility of rendering the subject helpless. Just CL in damage per round for CL in minutes. Haven't tried this yet because I want to get some other opinions.


Shameless bump.


admixture says that if the element change can change how the spells works basically leaving it to GM to decide

"Any non-damaging effects remain unchanged unless the new energy type invalidates them"

e.g. ice storm -> fire storm you lose the difficult terrain because fire has no physical form to hang around and cause a debris field.

since you can walk through fire a fire prison would probably not hold somone in place i.e. even on a failed save they aren't trapped and helpless because they can simply leave the fire all be it burnt to a crisp.

Lightning maybe you could argue that the electrocution locks up thier muscles

Acid maybe so thick they can't break free

but solid fire .... not really


So no effect at all with fire? I didn't think of the tar-like acid interpretation at all. It's interesting. What I was looking for was a way to get the ongoing damage without blocking line of effect to the target. I love the idea of the spell, I just was wondering if there was a way to allow the fighter to attack the subject after the spell takes effect.

Dark Archive

If they are helpless and taking ongoing damage why do you need to attack them right now? Staging the timing on a combat is what its all about for a god wizard. Round per level buffs running out perhaps?

A cheesy RAW combo is to do a (persistent) Slow before the Icy Prison. Slow explicitly prevents them taking a full round action. To break out of an Icy Prison (assuming they failed the initial save) they have to do a strength check as a full round action...


That's an evil combination. I like it.

The main reason would be to let the fighter kill it even faster rather than wait for it to slowly expire. Never played a wizard before, so I'm still trying to figure out the complexity and synergies. Nobody in my group ever plays a wizard. I think that this is the first time since 2nd ed that anyone in my group has even tried...

Grand Lodge

Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber

The Wizard game is a lot different now than it was back in the days of 2E. It's more about setting up the field so that your allies can win, then it is about doing the direct solo smiting things.

In 2E, the archmage won the battles by his lonesome. In Pathfinder, he sets the pins so the others can knock them down.


Mad Jackson wrote:

That's an evil combination. I like it.

The main reason would be to let the fighter kill it even faster rather than wait for it to slowly expire. Never played a wizard before, so I'm still trying to figure out the complexity and synergies. Nobody in my group ever plays a wizard. I think that this is the first time since 2nd ed that anyone in my group has even tried...

Most important thing when playing a wizard, keep asking yourself "is the game still fun for those around me?". Its very easy as god wizard to win fights while leaving the clean up for others in the group. Although magic can solve just about every problem it doesn't mean its the only solution , remember to give others in the group a chance to find interesting solutions too.

Dark Archive

Its actually rare that a god wizard can win a fight all by himself. He tries to choreograph the combat to make the enemies form an orderly queue to be hit, but he usually cannot do the killing damage himself.

He has to be careful he isn't making it less fun for the rest of the players (and perhaps avoid some spells that mess with the teams preferred tactics). However, it doesn't mean he should never shine himself.


ZomB wrote:
A cheesy RAW combo is to do a (persistent) Slow before the Icy Prison. Slow explicitly prevents them taking a full round action. To break out of an Icy Prison (assuming they failed the initial save) they have to do a strength check as a full round action...

Nice idea. The slow character can still start a full round action in a round and finish it in the next though.

The Exchange

He can still breakout by simply damaging the ice as well.

Dark Archive

kingpin wrote:
He can still breakout by simply damaging the ice as well.

He is helpless. Somebody else can damage the ice for him, but he can't do it himself.

Dark Archive

SpoCk0nd0pe wrote:
Nice idea. The slow character can still start a full round action in a round and finish it in the next though.

Slow explicitly prevents them from taking full round actions.

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