Index of Spells by Descriptor - Cold

Name
School Casting Time Source Book
Save - Res Level Comps
Dur Range Recharge
Effect
Expensive Focus
Expensive Material
XP Cost
Description
Full Description
Algid Enhancement (M)
    Frostburn
  Arc 6, Clr 6  
    General

Grant bonuses to creatures of the cold subtype.

Animate Snow
    SPC
  Arc 6, Drd 6  
    General

Turns snow into creatures to fight for you.

Anticold Sphere
    SPC
  Arc 5, Drd 5, Sor/Wiz 5  
    1 hour

Mobile energy field provides immunity to cold.

Arctic Haze
    Frostburn
  Arc 3, Drd 3, Sor/Wiz 3  
    1 hour

Fog obscures vision and deals 4 cold damage/round.

Greater Aura of Cold
    Frostburn
  Arc 7, Clr 7, Drd 7  
    General

Intense cold deals 2d6 damage to creatures within 10 ft.

Lesser Aura of Cold
    Frostburn
  Arc 3, Clr 3, Drd 3, Pal 4, Rgr 4  
    General

Intense cold deals 1d6 damage to creatures within 5 ft.

Binding Snow
    Frostburn
  Arc 3, Clr 3, Drd 3, Pal 3, Rgr 3  
    6 hours

Snow freezes, impeding movement.

Blizzard
    Frostburn
  Arc 5, Drd 5, Winter 5  
    General

Temperature drops and powerful blizzard reduces visibility to zero.

Blood Snow
    Frostburn
  Arc 2, Clr 2, Drd 2, Sor/Wiz 3  
    General

Area of fallen snow drains 1d2 points of Con/round and causes nausea.

Boreal Wind
    Frostburn
  Arc 5, Brd 5, Clr 5, Drd 4, Sor/Wiz 5  
    General

Gust of cold wind deals 1d4 cold damage/level and knocks creatures back.

Brumal Stiffening
    Frostburn
  Arc 2, Clr 2, Drd 2, Sor/Wiz 2  
    General

Brittle weapon's hardness reduced by 5.

Call Avalanche
    Frostburn
  Arc 5, Drd 5  
    General

Avalanche of ice and snow falls from the sky, burying subjects.

Chill Metal
Transmutation [Cold] 1 standard action SRD
Will negates (object) - Yes (object) Arc 2, Artificer 2, Blg 2, Cold 2, Drd 2 V, S, DF
7 rounds Close General
Target: Metal equipment of one creature per two levels, no two of which can be more than 30 ft. apart; or 25 lb. of metal/level, none of which can be more than 30 ft. away from any of the rest

Cold metal damages those who touch it.

Chill metal makes metal extremely cold. Unattended, nonmagical metal gets no saving throw. Magical metal is allowed a saving throw against the spell. An item in a creatures possession uses the creatures saving throw bonus unless its own is higher.

A creature takes cold damage if its equipment is chilled. It takes full damage if its armor is affected or if it is holding, touching, wearing, or carrying metal weighing one-fifth of its weight. The creature takes minimum damage (1 point or 2 points; see the table) if its not wearing metal armor and the metal that its carrying weighs less than one-fifth of its weight.

On the first round of the spell, the metal becomes chilly and uncomfortable to touch but deals no damage. The same effect also occurs on the last round of the spells duration. During the second (and also the next-to-last) round, icy coldness causes pain and damage. In the third, fourth, and fifth rounds, the metal is freezing cold, causing more damage, as shown on the table below.

RoundMetal TemperatureDamage
1ColdNone
2Icy1d4
3-5Freezing2d4
6Icy1d4
7ColdNone

Any heat intense enough to damage the creature negates cold damage from the spell (and vice versa) on a point-for-point basis. Underwater, chill metal deals no damage, but ice immediately forms around the affected metal, making it more buoyant. Chill metal counters and dispels heat metal.

Chill of the Grave
    SPC
  Deathbound 1  
    General

Ray causes cold damage.

Cold Fire
    SPC
  Arc 1, Clr 1, Drd 1  
    General

Fire becomes blue and white, emits cold.

Cold Snap
    SPC
  Arc 6, Clr 6, Drd 5  
    General

You lower temperature in area.

Coldscream
    BoEM
  Sor/Wiz 4  
    General

Deal 1d6/level (max 10d6) sonic and cold (half each) damage in a cone.

Column of Ice
    Frostburn
  Arc 3, Drd 3, Sor/Wiz 4  
    General

Column of ice erupts from ground, lifting anything in its area into the air.

Cometstrike
    Frostburn
  Arc 9, Drd 9  
    General

Three comets per round strike targets, each dealing 3d6 bludgeoning damage and 1d4/level cold damage.

Cone of Cold
Evocation [Cold] 1 standard action SRD
Reflex half - Yes Cold 6, Sor/Wiz 5, Water 6, Wmg 5, Wuj 5 V, S, M/DF
Instant 60 ft. General
Area: Cone-shaped burst

1d6/level cold damage.

Cone of cold creates an area of extreme cold, originating at your hand and extending outward in a cone. It drains heat, dealing 1d6 points of cold damage per caster level (maximum 15d6).

Conjure Ice Beast I
    Frostburn
  Arc 1, Clr 1, Drd 1, Rgr 1  
    General

Conjures ice creature to fight for you.

Conjure Ice Beast II
    Frostburn
  Arc 2, Clr 2, Drd 2, Rgr 2  
    General

Conjures ice creature to fight for you.

Conjure Ice Beast III
    Frostburn
  Arc 3, Clr 3, Drd 3, Rgr 3  
    General

Conjures ice creature to fight for you.

Conjure Ice Beast IV
    Frostburn
  Arc 4, Clr 4, Drd 4, Rgr 4  
    General

Conjures ice creature to fight for you.

Conjure Ice Beast IX
    Frostburn
  Arc 9, Clr 9, Drd 9  
    General

Conjures ice creature to fight for you.

Conjure Ice Beast V
    Frostburn
  Arc 5, Clr 5, Drd 5  
    General

Conjures ice creature to fight for you.

Conjure Ice Beast VI
    Frostburn
  Arc 6, Clr 6, Drd 6  
    General

Conjures ice creature to fight for you.

Conjure Ice Beast VII
    Frostburn
  Arc 7, Clr 7, Drd 7  
    General

Conjures ice creature to fight for you.

Conjure Ice Beast VIII
    Frostburn
  Arc 8, Clr 8, Drd 8  
    General

Conjures ice creature to fight for you.

Conjure Ice Object
    Frostburn
  Arc 2, Clr 2, Drd 2  
    5 minutes

Conjures an object made of ice.

Control Temperature
    Frostburn
  Arc 3, Drd 3, Sor/Wiz 3  
    General

Raise or lower temperature by one band/5 levels.

Corona of Cold
    SPC
  Arc 3, Clr 3, Drd 3  
    General

Aura of cold protects you, damages others.

Creeping Cold (F)
    SPC
  Arc 2, Drd 2  
    General

Creature feels chill that increases with each round.

Greater Creeping Cold (F)
    SPC
  Arc 4, Drd 4, Shu 4  
    General

As creeping cold, but longer duration and more damage.

Crunchy Snow
    Frostburn
  Arc 1, Drd 1, Rgr 1  
    General

-20 penalty on Move Silently checks in area.

Death Hail
    Frostburn
  Arc 6, Drd 6, Winter 6  
    General

Summons a storm of death hail dealing 1d2 points of Strength and Constitution damage.

Defile Snow and Ice
    Frostburn
  Arc 3, Clr 3  
    General

Grants undead a +4 profane bonus

Detect Fire
    Frostburn
  Arc 1, Clr 1  
    General

Detect fire within 60 ft.

Dispel Fire
    Frostburn
  Arc 5, Clr 5  
    General

Cancels fire spells and effects.

Ease of Breath
    Frostburn
  Arc 1, Clr 1, Drd 1, Rgr 1  
    General

+20 inherent bonus on Fortitude saves to resist altitude sickness.

Elemental Shroud
    BoEM
  Sor/Wiz 5  
    General

Grant undead creatures armor and turn bonuses and deal elemental damage upon being struck by a foe or striking a foe.

Energy Spheres
    SPC
  Sor/Wiz 4  
    General

Five colored spheres attack with or negate acid, cold, electricity, fire, and sonic damage.

Entomb (M)
    Frostburn
  Arc 6, Drd 6, Sor/Wiz 6  
    General

Captures subjects in blocks of ice, suffocating them.

Field Of Icy Razors (F)
    SPC
  Sor/Wiz 8  
    General

Creatures in area take normal and cold damage, might be slowed.

Fimbulwinter (XP)
    Frostburn
  Arc 9, Clr 9, Drd 8, Sor/Wiz 8, Winter 9  
    General

Creates winter weather for miles around you that lasts for months.

Fire Shield
Evocation [Cold] [Fire] 1 standard action SRD
- Arc 4, Duskblade 4, Fire 5, Retribution 4, Shu 4, Sor/Wiz 4, Sun 4, Wmg 3, Wuj 4 V, S, M/DF
1 round/level (D) Personal General
Target: You

Creatures attacking you take fire damage; you're protected from heat or cold.

This spell wreathes you in flame and causes damage to each creature that attacks you in melee. The flames also protect you from either cold-based or fire-based attacks (your choice).

Any creature striking you with its body or a handheld weapon deals normal damage, but at the same time the attacker takes 1d6 points of damage +1 point per caster level (maximum +15). This damage is either cold damage (if the shield protects against fire-based attacks) or fire damage (if the shield protects against cold-based attacks). If the attacker has spell resistance, it applies to this effect. Creatures wielding weapons with exceptional reach are not subject to this damage if they attack you.

When casting this spell, you appear to immolate yourself, but the flames are thin and wispy, giving off light equal to only half the illumination of a normal torch (10 feet). The color of the flames is determined randomly (50% chance of either color) blue or green if the chill shield is cast, violet or blue if the warm shield is employed. The special powers of each version are as follows.

Warm Shield: The flames are warm to the touch. You take only half damage from cold-based attacks. If such an attack allows a Reflex save for half damage, you take no damage on a successful save.

Chill Shield: The flames are cool to the touch. You take only half damage from fire-based attacks. If such an attack allows a Reflex save for half damage, you take no damage on a successful save.

Mass Fire Shield
    SPC
  Sor/Wiz 5, Wmg 5  
    General

Creatures attacking allies take damage; allies are protected from fire or cold.

Flash-Freeze
    Frostburn
  Arc 2, Drd 2  
    General

Earth, stone, and water become frozen.

Fortify Cold Creatures
    Frostburn
  Arc 1, Clr 1  
    General

Cold subtype creatures gain +1 sacred bonus on attacks and saves against fire effects.

Freeze
    SPC
  Arc 6, Drd 6  
    General

Ray encases target in ice, dealing 2d6 cold each round.

Freeze Armor
    Frostburn
  Arc 4, Clr 4, Drd 4  
    General

Locks up suits of metal armor and equipment, dealing damage and impeding movement.

Freezing Claw
    BoEM
  Sor/Wiz 6  
    General

Flying hand deals cold damage and freezes targets.

Freezing Fog
    SPC
  Sor/Wiz 6  
    30 minutes

Freezing fog deals 1d6 cold damage each round, and creatures must make a Reflex save or fall. Ballance DC 10 to move. Max speed* 5.

Freezing Glance
    Frostburn
  Sor/Wiz 6  
    5 minutes

Gaze freezes subjects in place.

Freezing Sphere
Evocation [Cold] 1 standard action SRD
Reflex half; see text - Yes Ocean 6, Sor/Wiz 6, Wmg 6 V, S, F
Instant or 1 round/level; see text Long General
Target; Effect; or Area: See text

Freezes water or deals cold damage.

Freezing sphere creates a frigid globe of cold energy that streaks from your fingertips to the location you select, where it explodes in a 10-foot-radius burst, dealing 1d6 points of cold damage per caster level (maximum 15d6) to each creature in the area. An elemental (water) creature instead takes 1d8 points of cold damage per caster level (maximum 15d8).

If the freezing sphere strikes a body of water or a liquid that is principally water (not including water-based creatures), it freezes the liquid to a depth of 6 inches over an area equal to 100 square feet (a 10- foot square) per caster level (maximum 1,500 square feet). This ice lasts for 1 round per caster level. Creatures that were swimming on the surface of frozen water become trapped in the ice. Attempting to break free is a full-round action. A trapped creature must make a DC 25 Strength check or a DC 25 Escape Artist check to do so.

You can refrain from firing the globe after completing the spell, if you wish. Treat this as a touch spell for which you are holding the charge. You can hold the charge for as long as 1 round per level, at the end of which time the freezing sphere bursts centered on you (and you receive no saving throw to resist its effect). Firing the globe in a later round is a standard action.

Frost Breath
    SPC
  Arc 2, Clr 2, Drd 2, Sor/Wiz 2  
    General

Icy breath deals 1d4 damage/2 levels.

Frost Fingers
    Magic Books of Faerun
  Sor/Wiz 1  
    General

Area attack deals 1d4/level (max 5d4) cold damage. Liquids in containers freeze.

Frost Touch
Evocation [Cold] 1 standard action seankreynolds.com
None - Yes Sor/Wiz 0 V, S
Instant Touch General
Target: Creature touched

Touch attack deals 1d6 cold damage.

Your touch attacks a target with supernatural cold, requiring a successful melee touch attack. The spell deals 1d6 cold damage.

Frostbite
    Magic Books of Faerun
  Arc 1, Drd 1  
    General

Fort save or take 1d6 nonlethal cold damage and be fatigued.

Frostbite 2
    Frostburn
  Arc 5, Clr 5  
    General

Chilled air causes 6d6 cold damage and 2d6 Dex damage.

Frostburn
    Frostburn
  Arc 4, Clr 4  
    General

Touch deals 3d12 frostburn damage +1/level (max +20).

Lesser Frostburn
    Frostburn
  Arc 2, Clr 2  
    General

Touch deals 1d12 frostburn damage +1/level (max +5).

Mass Frostburn
    Frostburn
  Arc 6, Clr 6  
    General

Deals 3d12 +1/level (max +20) frostburn damage to many creatures.

Frostfell
    Frostburn
  Arc 8, Drd 8, Sor/Wiz 9  
    6 hours

Intense cold turns all subjects in area into ice.

Frostfell Slide
    Frostburn
  Arc 4, Drd 4, Rgr 4  
    6 hours

Move instantly from one area of frostfell to another.

Gelid Blood
    Frostburn
  Sor/Wiz 5  
    General

Subject takes –4 penalty on attacks, AC, and Str- and Dex-related checks, 50% failure of spells with somatic components.

Glacial Globe of Invulnerability
    Frostburn
  Arc 4, Clr 4, Sor/Wiz 3  
    General

Stops 1st- through 3rd-level fire spell effects and provides concealment.

Glacial Ward
    Frostburn
  Sor/Wiz 4  
    General

Subject gains SR 18 against fire spells and effects.

Greater Glacial Ward (M)
    Frostburn
  Sor/Wiz 7  
    General

Area around you provides SR 25 against fi re spells and effects.

Glacier
    Frostburn
  Arc 8, Drd 8  
    General

Conjures glaciers that attack your enemies.

Glaze Lock
    Frostburn
  Sor/Wiz 1  
    1 hour

Jams locks with snow and ice, raising Open Lock DC by 10 and lock's hardness by 5.

Hailstones
    SPC
  Sor/Wiz 3  
    General

Frigid globes deal 5d6 cold damage.

Heartfreeze
    Frostburn
  Sor/Wiz 6  
    General

Subject exhausted, dies in 1d3+2 rounds.

Heat Drain
    SPC
  Arc 8, Clr 8  
    General

Subjects take 1d6 cold damage/level, you gain equal amount hp.

Heat Leech
    Frostburn
  Sor/Wiz 2  
    General

Subject takes 1d8 points of cold damage/round.

Hibernal Healing
    Frostburn
  Arc 5, Clr 5, Drd 4  
    General

You absorb ice, slush, and snow, curing 10 points/level of damage (max 150).

Hypothermia
    SPC
  Arc 4, Clr 4, Drd 3  
    General

Causes 1d6 cold damage/level, fatigue.

Ice Axe
    SPC
  Arc 3, Clr 3  
    General

You create a battleaxe made of ice.

Ice Blast
    Complete Arcane
  Wuj 2  
    General

Deal 1d6/2 levels (max 10d6) cold damage in a cone.

Ice Burst
    Tome and Blood
  Sor/Wiz 3  
    General

Chunks of ice deal 1d4 points of cold damage and 1 point of blunt damage/level (max 10d4 + 10).

Ice Castle (F)
    Frostburn
  Sor/Wiz 7  
    General

Creates castle of snow and ice with an array of magical effects.

Ice Claw
    SPC
  Sor/Wiz 7  
    General

Claw of ice grapples and deals cold damage.

Ice Claw Prison
    Magic of Faerun
  Sor/Wiz 7  
    General

Ice claw grapples and deals normal and cold damage.

Ice Dagger
    SPC
  Sor/Wiz 1  
    General

Splash weapon deals target 1d4 cold damage per level, plus area damage.

Ice Darts
    Frostburn
  Brd 2, Sor/Wiz 2  
    General

Icicle missiles deal 2d4 damage, half of which is cold.

Ice Flowers
    SPC
  Arc 6, Clr 6, Drd 5  
    General

Ice and earth deal 1d6 damage/level.

Ice Gauntlet
    SPC
  Arc 1, Clr 1  
    General

A spiked gauntlet of ice forms around your fist.

Ice Knife
    SPC
  Asn 2, Sor/Wiz 2, Wmg 2, Wuj 2  
    General

Ranged attack, 1d8 points of cold damage and 2 cold Dexterity damage.

Ice Rift
    Frostburn
  Arc 6, Clr 6, Drd 6, Sor/Wiz 6  
    General

Intense quake shakes 40-ft. radius spread of ice.

Ice Shape
    Frostburn
  Arc 3, Clr 3, Drd 3, Sor/Wiz 5  
    General

Sculpts ice into any shape.

Ice Slick
    Frostburn
  Arc 1, Clr 1  
    General

Creates a 20-ft. square of slippery ice.

Ice Storm
Evocation [Cold] 1 standard action SRD
None - Yes Arc 4, Cold 4, Drd 4, Sor/Wiz 4, Storm 5, Water 5, Weather 4, Winter 4, Wmg 3, Wuj 4 V, S, M/DF
1 full round Long General
Area: Cylinder (20-ft. radius, 40 ft. high)

Hail deals 5d6 damage in cylinder 40 ft. across.

Great magical hailstones pound down for 1 full round, dealing 3d6 points of bludgeoning damage and 2d6 points of cold damage to every creature in the area. A -4 penalty applies to each Listen check made within the ice storms effect, and all land movement within its area is at half speed. At the end of the duration, the hail disappears, leaving no after-effects (other than the damage dealt).

Ice Web (M)
    Frostburn
  Sor/Wiz 4  
    General

Creates webs of coldfire that entangle and deal 1d6 frostburn damage/round.

Iceberg
    Frostburn
  Sor/Wiz 9  
    General

Block of ice falls from sky, dealing 20d6 damage and burying subjects.

Icebolt
    BoEM
  Sor/Wiz 2  
    General

Ranged attack against a target with a piercing ice sicle for 2d6 piercing damage +1d6 + 1/level (max +10) cold damage. If a touch attack would hit, deal only the cold damage.

Icicle
    Frostburn
   
    24 hours

Magical trap hangs from ceiling, dealing 4d6 damage when triggered.

Kaupaer's Quickblast
    Magic Books of Faerun
  Sor/Wiz 1  
    General

Quickened spell deals 1 fire, cold or electricity damage/level to target.

Leomund's Tiny Igloo
    Frostburn
  Sor/Wiz 2  
    6 hours

Creates igloo that lasts for 2 hours/level.

Mantle of the Icy Soul (M)
    SPC
  Arc 6, Clr 6, Drd 5  
    General

Gives subject the cold subtype.

Mark of Frost
    BoEM
  Sor/Wiz 2  
    6 hours

Subject gains +1 natural armor bonus to AC. Can also create a spear that deals 1d8 piercing + 2d6 cold damage, dismissing the spell.

Greater Mark of Frost
    BoEM
  Sor/Wiz 4  
    6 hours

See Text

Mindfrost
    Frostburn
  Sor/Wiz 4  
    General

Deals 5d6 cold damage, 1d4 Int damage.

Move Snow and Ice
    Frostburn
  Arc 6, Drd 6, Sor/Wiz 6  
    General

Digs trenches and builds hills in ice and snow.

Numbing Sphere
    Frostburn
  Arc 2, Drd 2, Sor/Wiz 2  
    General

Creates rolling ball of intense cold that deals 1d6 cold damage plus 1d4 Dex damage, lasts 1

round/level.

Obedient Avalanche
    Complete Divine
  Cold 9  
    General

Snowy avalanche crushes and buries your foes.

Obscuring Snow
    Frostburn
  Arc 2, Clr 2, Drd 2, Sor/Wiz 2  
    6 hours

Obscures sight in a 30-ft. radius around the caster.

Orb of Cold
    Complete Arcane
  Sor/Wiz 4, Wmg 4  
    General

Ranged touch, 1d6/level (max 15d6) points of cold damage.

Lesser Orb of Cold
    Complete Arcane
  Sor/Wiz 1, Wmg 1  
    General

Ranged touch, 1d8 or more cold damage.

Orbs of Various Energy
Conjuration (Creation) [Acid] [Cold] [Electricity] [Fire] [Force] [Sonic] [Negative] 1 standard action ATB
None - No Sor/Wiz 6, Wmg 6 V, S
Instant Close General
Effect: 7 orbs of energy.

7 orbs deal 1d6/level (max 20d6) of damage dice divided evenly amoung the five elemental energies, force, and negative energy.

You create 7 orbs of energy, one for each of the primary energies, a force orb, and a negative energy orb. You may deal 1d6 damage per caster level (max 20d6) divided any way you want amoung the seven orbs, with no orb having more than 1 die of damage more than any other die.

Thus an 11th level wizard could do 2d6 damage with each Acid, Cold, Fire, and Electricity and 1d6 with each negative energy, sonic, and force. None of his orbs could have 3d6 until 15th level.

If the negative energy orb is directed at an undead or other creature powered by negative energy, it is healed instead of damaged.

Polar Ray
Evocation [Cold] 1 standard action SRD
None - Yes Cold 8, Duskblade 5, Sor/Wiz 8, Wmg 8 V, S, F/DF
Instant Close General
Effect: Ray

Ranged touch attack deals 1d6/level cold damage.

A blue-white ray of freezing air and ice springs from your hand. You must succeed on a ranged touch attack with the ray to deal damage to a target. The ray deals 1d6 points of cold damage per caster level (maximum 25d6).

Raise Ice Forest
    Frostburn
  Arc 7, Drd 7  
    General

Conjures trees of ice.

Ray of Frost
Evocation [Cold] 1 standard action SRD
None - Yes Duskblade 0, Sor/Wiz 0, Wmg 0, Wuj 0 V, S
Instant Close General
Effect: Ray

Ray deals 1d3 cold damage.

A ray of freezing air and ice projects from your pointing finger. You must succeed on a ranged touch attack with the ray to deal damage to a target. The ray deals 1d3 points of cold damage.

Ray of Ice
    DA5
  Sor/Wiz 2  
    General

Ray deals 1d6 points +1d6/two levels cold damage.

Shivering Touch
    Frostburn
  Arc 3, Clr 3, Sor/Wiz 3  
    General

Touch deals 3d6 Dex damage.

Lesser Shivering Touch
    Frostburn
  Arc 1, Clr 1, Sor/Wiz 1  
    General

Touch deals 1d6 Dex damage.

Sleet Storm
Conjuration (Creation) [Cold] 1 standard action SRD
None - No Arc 3, Cold 3, Drd 3, Sor/Wiz 3, Storm 4, Wmg 3 V, S, M/DF
1 round/level Long General
Area: Cylinder (40-ft. radius, 20 ft. high)

Hampers vision and movement.

Driving sleet blocks all sight (even darkvision) within it and causes the ground in the area to be icy. A creature can walk within or through the area of sleet at half normal speed with a DC 10 Balance check. Failure means it can't move in that round, while failure by 5 or more means it falls (see the Balance skill for details).

The sleet extinguishes torches and small fires.

Snilloc's Snowball
    Unapproachable East
  Sor/Wiz 1  
    General

Touch attack (melee or ranged) deals 1d6 cold damage +1/level.

Snow Wave
    Frostburn
  Arc 6, Drd 6  
    General

Knocks creatures prone and deals 4d6 crushing damage and 1d6 cold damage.

Snowball Swarm
    SPC
  Sor/Wiz 2  
    General

Deals 1d6 cold/2 levels to a 10-ft. radius.

Stars Of Selune
    CV
  Arc 4, Clr 4  
    General

Creates stars that deal force damage and cold damage to the target.

Suppress Flame (M)
    Frostburn
  Sor/Wiz 6  
    General

Reduces damage and illumination from fire.

Thin Air
    Frostburn
  Arc 2, Clr 2, Drd 2, Sor/Wiz 3  
    5 minutes

Creatures suffer from altitude sickness.

Wall of Coldfire (M)
    Frostburn
  Arc 5, Drd 5, Sor/Wiz 4  
    General

Deals 2d4 of cold damage out to 10 ft. and 1d4 out to 20 ft. Passing through wall deals 2d6 frostburn damage +1/level.

Wall of Ice
Evocation [Cold] 1 standard action SRD
Reflex negates; see text - Yes Arc 5, Cold 5, Ocean 5, Shu 5, Sor/Wiz 4, Wuj 4 V, S, M/DF
1 min./level Medium General
Effect: Anchored plane of ice, up to one 10-ft. square/level, or hemisphere of ice with a radius of up to 3 ft. + 1 ft./level

Ice plane creates wall with 15 hp +1/level, or hemisphere can trap creatures inside.

This spell creates an anchored plane of ice or a hemisphere of ice, depending on the version selected. A wall of ice cannot form in an area occupied by physical objects or creatures. Its surface must be smooth and unbroken when created. Any creature adjacent to the wall when it is created may attempt a Reflex save to disrupt the wall as it is being formed. A successful save indicates that the spell automatically fails. Fire can melt a wall of ice, and it deals full damage to the wall (instead of the normal half damage taken by objects). Suddenly melting a wall of ice creates a great cloud of steamy fog that lasts for 10 minutes.

Ice Plane: A sheet of strong, hard ice appears. The wall is 1 inch thick per caster level. It covers up to a 10-foot-square area per caster level (so a 10th-level wizard can create a wall of ice 100 feet long and 10 feet high, a wall 50 feet long and 20 feet high, or some other combination of length and height that does not exceed 1,000 square feet). The plane can be oriented in any fashion as long as it is anchored. A vertical wall need only be anchored on the floor, while a horizontal or slanting wall must be anchored on two opposite sides.

Each 10-foot square of wall has 3 hit points per inch of thickness. Creatures can hit the wall automatically. A section of wall whose hit points drop to 0 is breached. If a creature tries to break through the wall with a single attack, the DC for the Strength check is 15 + caster level.

Even when the ice has been broken through, a sheet of frigid air remains. Any creature stepping through it (including the one who broke through the wall) takes 1d6 points of cold damage +1 point per caster level (no save).

Hemisphere: The wall takes the form of a hemisphere whose maximum radius is 3 feet + 1 foot per caster level. The hemisphere is as hard to break through as the ice plane form, but it does not deal damage to those who go through a breach.

Waves of Cold (M)
    Frostburn
  Sor/Wiz 6  
    General

Fire creatures become shaken and cold creatures lose immunity to cold.

Whiteout
    Frostburn
  Arc 7, Drd 7  
    6 hours

Snow and wind obscure sight; creatures affected may become lost.

Winter Chill
    SPC
  Arc 1, Drd 1  
    General

Creature takes 1d6 cold damage and is fatigued.

Winter's Embrace
    Frostburn
  Arc 2, Drd 2, Winter 3  
    General

Subject takes 1d8 damage/round; can cause fatigue.

Zajimarn's Avalanche
    Magic of Faerun
  Sor/Wiz 9  
    General

Wave of slush deals 1d4 cold/level and moves targets.

Zajimarn's Field of Icy Razors (F)
    Magic of Faerun
  Sor/Wiz 8  
    5 minutes

Creatures in area take normal and cold damage, may be slowed.

Zone of Glacial Cold
    Frostburn
  Arc 2, Drd 2, Rgr 2, Sor/Wiz 2  
    General

Deals 1d6 cold damage to all creatures in area.