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The spell Frostfell

The spell Frostfell



Transmutation [Cold]
Level: Druid 8, Sorcerer 9, Wizard 9,
Components: V, S, M, DF,
Casting Time: 1 round
Range: Medium (100 ft. + 10 ft./level)
Area: 20-ft. cube/level
Duration: 1 hour/level
Saving Throw: Fortitude partial; see text
Spell Resistance: See text

The area you designate becomes a frigid and icy environment, immediately dropping the temperature by 3 temperature bands.
For example, if the temperature is moderate, it drops to extreme cold (see page 9).
If the new temperature is below the cold band, all water is turned to ice and all earth and stone becomes everfrost to a depth of 10 feet per caster level.
Air within the area freezes, resulting in a heavy snowstorm lasting for the duration of the spell.
Snow accumulates only if the ground temperature is below the moderate band.
Living creatures caught within the area when the spell is cast instantly turn to ice (as per the flesh to ice spell).
If a creature successfully saves, frostfell deals 1d6 points of frostburn damage per caster level (maximum 20d6).
Creatures entering the area after the spell has been cast do not take this damage; however, all creatures in the area are subject to the normal effects of cold, snow, and ice for the duration of the spell.
Objects in the area, including those held by creatures, are instantly covered in a thin layer of frost, making them slippery.
When a creature uses a frosted item (a weapon, lockpicks, a potion, and so on), it must succeed on a DC 10 Dexterity check or it drops the item before it can be used.
Cold spells cast within the area gain a +1 caster level.
Multiple frostfells may be cast in the same area to increase the effects (dropping the temperature by an additional 3 bands).
The temperature band cannot be dropped below unearthly cold, no matter how many times frostfell has been cast.
Arcane Material Component: A pinch of dust and a few drops of water.

Can someone tell me if this spell is broken?

Nope, not compared to other 9th level spells (8th in the case of druid).

Reasoning is that most at that level have access to immunity items/spells and definitely endure elements if not some measure of reducing the damage even if they don't possess cold immunity or resistance.

Translation: it depends what you're comparing it against.
If you compare it against the Druid's 8th-level spell, Mass Cure Serious Wounds, as your basis for 'reasonably powered', then this spell is absolutely gamebreakingly overpowered.
If you compare it to the Wizard's 9th level spell, Gate, as your basis for 'reasonably powered', then this spell is pathetically tame.

Ya but for a sorcerer capable of spamming this thing in a non cold campaign this could be devastating right?

Less devestating than that sorcerer instad 'spamming' Gate to summon Solars.

If you're asking whether it would really hurt those who aren't expecting it? Of course. It may not kill level appropriate challenges, but they'd be caught off guard without some means of recovering and/or countering. Most will, so spamming the thing to dork over a desert climate might be catastrophic, but it's not like there isn't an opposed spell in Sandstorm or the like.

All this depends on context. Is the spell being used by a DM or a PC, and all other hypothetical circumstances that apply.

DM probably. Going to be cast by a level 18 sorcerer who I'd like to set up as the big bad. The location the pc's in is temperate and they have not been given any reason to suspect cold spells. Mainly because I am rolling random monsters.

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