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Concerning the wizard and her spells
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<blockquote data-quote="Edena_of_Neith" data-source="post: 2410428" data-attributes="member: 2020"><p><strong>Cone of Cold, 5th level, 3rd Edition</strong></p><p></p><p>CONE OF COLD (Elemental Water / Ice, Invocation/Evocation) </p><p>Range: As per 3rd edition (probably Medium) - Components: V, S, M - Duration: Instantaneous - Casting Time: One standard action -Area of Effect: Special - Saving Throw: Reflex 1/2</p><p></p><p> There are certain metamagic feats that allow a spellcaster to change spells from one form of energy to another. For example, a Fireball could become a Frostball, or a Sonic Ball, or the like.</p><p> But it would take a mightier 3rd edition feat than any of those to duplicate the cold caused by a Cone of Cold. No mere mundane Frostball can equal it. Because the Cone of Cold spell calls upon Elemental Cold: Cold Fire. The cold created by this spell is wondrously beautiful, appallingly horrible, and ultimately devastating against the mage's foes.</p><p></p><p> The spellcaster opens her hand, and from it a blast of elemental cold springs forth, a white beam of frigid death, 1 foot in diameter and 5 yards long per spellcasting level of the caster (thus, a 10th level caster would produce a Cone of Cold 10 feet in diameter and 50 yards long.) </p><p> The cone is initially only an inch wide as it leaves the caster's fingertips. Her Cone of Cold then slowly widens until it reaches it's maximum diameter at the limit of it's range. The mage can choose to throw a Cone of Cold of shorter range, in order to catch targets that would be missed by a longer, more slender Cone.</p><p></p><p> Any and all creatures, and any and all objects, caught within the Cone of Cold must make Reflex Saves or Item Saves (ala 1st edition.) Only undead other than skeletons and zombies are exempted, and only then because of the Negative Energy sustaining them (not because they are normally immune to cold.)</p><p> Success on the Reflex Save indicates the creature takes 1d4 + 1 points of damage per spellcasting level of the caster, halved, fractions rounded up. (Thus, a caster of 30th spellcasting level inflicts 30d4 + 30 points of damage, and this would be halved.) Those who made their Reflex Saves need not make Item Saving Throws for their worn and/or carried items. If targets are so lucky as to have made their Reflex Saves, they may still be in danger (see below.) </p><p> For Items, success indicates the items somehow survive the Cone of Cold, and take no further direct damage from the spell. However, those items might still be in great danger (see below.)</p><p> Failure on the Reflex Save indicates great misfortune for the targets. Those targets take the full 10d4 + 1 per spellcasting level of the caster, and all items carried and/or worn must make Item Saving Throws Against Magical Fire (using 1st edition, substituting Fire for the cold.) Any failed Save indicates that particular item is destroyed. And if even a single item worn and/or carried by a target creature is destroyed, the target is immolated in cold flames, sustains 2 to 12 points of damage each and every round thereafter until the flames are extinguished, and the target's items must Save again (against Normal Fire) each and every round the cold fire burns or be destroyed and immolate the target all over again.</p><p> Anyone so unfortunate as to be wearing full or partial metal armor, who is struck by a Cone of Cold and fails his or her Reflex Save, must make an Item Save against Magical Fire for their armor. Failure indicates immolation and an additional 2 to 12 points of damage per round from the now superchilled, bluish-purple glowing armor. This effect is exactly like someone stuck in superheated armor, really: the person is unlikely to be able to do anything other than attempt to remove the chilled armor, assuming they can do anything at all.</p><p></p><p> This spell generates Cold Fire.</p><p> Cold Fire, works much like normal fire. Anything subject to normal fire is subject to cold fire. Treat the two kinds of fire as being exactly the same in terms of what they can and cannot do.</p><p> Treat the direct blast of the Cone of Cold as a normal fire of ten thousand degrees, with everything caught in the Cone exposed for three seconds to this temperature, for purposes of how the direct blast affects creatures and objects. Except, of course, that this is cold fire, not normal (hot ... ten thousand degrees would be a REALLY HOT) fire.</p><p> After the Cone of Cold has done it's work and disappeared, treat the area struck as any normal area subjected to ten thousand degree heat for several seconds, as it slowly 'warms' up from the effects of the blast. </p><p> Do not think in terms of normal extreme cold (200 below zero, etc.) for the purposes of the cold fire from a Cone of Cold. Something warming up from 200 below zero to 70 degrees would warm 270 degrees. Something 'warming up' from being 'chilled' one thousand, three thousand, five thousand degrees, would have to 'warm up' one thousand, three thousand, five thousand seventy degrees to reach that normal 70 degrees! </p><p> That much 'warming' going to take awhile, and meanwhile that object is going to radiate great 'cold', just as an object at three thousand degrees radiates great heat.</p><p></p><p> Creatures caught in cold fire turn bluish as their flesh is damaged by the cold fire. Then their flesh melts from the cold fire, finally turning to blue and purple ash, while smoke of green and blue, purple and black, swirls up into the air. Items of paper, wood, cloth, and leather suffer a similar fate. Metal turns bluish (instead of blackening), glows green and then blue and then purple, then melts into cold purple glowing lava. Rock subjected to the effects of cold fire would turn very cold, then glow greenish, bluish, and finally purplish, then melt into bluish-purple lava.</p><p> The blast from a Cone of Cold is more powerful than the blast of a Fireball. The effects are more spectacularly overawing and gruesome. Humans, demi-humans, and humanoids melt and evaporate into cold mist. Trees trunks, even large ones, slump into burning goo and vaporize. The ground melts and fuses. Rock caught in the Cone glows bright bluish-purple from the momentary exposure and softens. A cliff at the end of the Cone will glow wherever the diameter of the Cone touched it, and softens for several feet inward. Armor glows brilliant purple, soft metals melt, swords are ruined as the temper is taken out of them, and even strong supportive beams and posts of iron, steel, and stone are ruined, unstructurally sound afterwards. Dungeon doors of stone soften and melt, while wooden doors melt and evaporate. </p><p></p><p> A Cone of Cold is likely to start a cold fire, just as a Fireball is likely to start a normal fire.</p><p> Cold fire spreads just as normal fire would. Thus, a cold fire forest fire, or cold fire structural fire or room fire, or even a cold fire city fire are all possibilities. Unfortunately, though, water will not normally put out cold fire.</p><p> The reason water does not stop cold fire is because cold fire is the elemental opposite of hot (normal fire) and hot fire IS stopped by water. Cold fire is stopped by the elemental opposite of water, which is ... hot fire! Hot fire will put out cold fire just as water will douse hot fire.</p><p> Cold fire can be smothered (it seems to need oxygen just as hot fire does.) Thus sand, or a literal flood of water - which would then smother like sand would - or immersion in certain other liquids (oil is not one of them), will smother cold fire.</p><p> Cold fire also will not burn across barren soil or rock, or along stone dungeon corridors, or anywhere else normal fire wouldn't go: the radiant cold from cold fire WILL start more cold fires, though (if you are standing on the other side of a door from a cold fire, and you touch the door, you may well receive a cold burn on your hand. Eventually, your side of the door will burst into cold fire, as the cold reaches the 'combustion' point on your side.)</p><p> Note that someone on cold fire could jump into a river or lake, and this would smother the cold fire as cold fire seems to need oxygen like hot fire does. However, the 'cold' from the cold fire would not be mitigated immediately, since water does not otherwise affect cold water (anymore than sand will immediately cool an overheated person or object.) Characters in armor would still 'fry' from the cold, 'cold' clothing would still inflict damage on the character, 'cold' monster hide or scales would still damage the monster, and objects no longer burning would still take damage from the 'cold' until they 'warmed up.'</p><p> </p><p> The Cone of Cold leaves a large chilled area in it's wake, and likely one or more cold fires burning in that area. </p><p> Characters and creatures caught in this perilous area are allowed to leave it immediately as a Free Action (place the character out of the area, just beyond it, in a direction of the player's choice.) If creatures in the area cannot leave in one round, they must make a Reflex Save for each and every round they remain in the area. Those who fail sustain 2 to 12 points of damage, are immolated in cold flames, and take 2 to 12 points of damage each and every round thereafter until the cold flames are extinguished. Their items must also make Item Saving Throws versus Normal Fire that round and all subsequent rounds, or be destroyed and once more immolate the hapless creature in cold flames.</p><p> It is unwise to stick around on stone chilled by cold flames, or on soil melted and fused by the cold flames of a Cone of Cold, or among the burning ruins of buildings on cold fire, or in cold burning brush and grass. To deliberately remain in, or to enter into, such areas requires the requisite Reflex Save as described above, with the consequences of failed Saves being swift and painful.</p><p></p><p> Items, spells, and psionic abilities that protect against magical cold will aid a creature against the Cone of Cold and it's cold flames, protecting life and property. Items and spells that merely protect against normal cold, however, will be completely useless ... and hopefully potential victims won't have to find this out the hard way.</p><p> Note that cold flames melt objects and people and turn them to ash. They do not freeze them solid and shatter them, as normal cold would do. The cold produced by cold flames is treated as cold fire itself (a cold wall, though not burning, would damage someone touching it as if it were on cold fire.) UNTIL THEY WARM UP TO NORMAL TEMPERATURES, ALL CREATURES AND ITEMS CHILLED BY COLD FIRE ARE CONSIDERED TO BE COLD FIRE HAZARDS, NOT NORMAL COLD HAZARDS.</p><p> Any creature or object on cold fire who is hit with normal fire by a being trying to put out the cold flames, will suffer all the effects of the normal fire AND the cold fire that round. The cold fire may or may not be put out. The normal fire may or may not ignite something on the creature. </p><p> It is possible for one part of a creature to be on cold fire, and another part to be on (normal) fire, at the same time ... at least briefly!</p><p></p><p> There are non-epic level feats that allow higher level mages to convert spells from magical flame or other energies to cold fire. Many bright and ruthless mages have discovered the requisite feats, and wield cold fire with a vengeance. </p><p> Cone of Cold is one of the early spells invented for the specific purpose of harnessing the frigid power of cold fire.</p><p></p><p> The material component for Cone of Cold is a crystal or glass cone of very small size.</p></blockquote><p></p>
[QUOTE="Edena_of_Neith, post: 2410428, member: 2020"] [b]Cone of Cold, 5th level, 3rd Edition[/b] CONE OF COLD (Elemental Water / Ice, Invocation/Evocation) Range: As per 3rd edition (probably Medium) - Components: V, S, M - Duration: Instantaneous - Casting Time: One standard action -Area of Effect: Special - Saving Throw: Reflex 1/2 There are certain metamagic feats that allow a spellcaster to change spells from one form of energy to another. For example, a Fireball could become a Frostball, or a Sonic Ball, or the like. But it would take a mightier 3rd edition feat than any of those to duplicate the cold caused by a Cone of Cold. No mere mundane Frostball can equal it. Because the Cone of Cold spell calls upon Elemental Cold: Cold Fire. The cold created by this spell is wondrously beautiful, appallingly horrible, and ultimately devastating against the mage's foes. The spellcaster opens her hand, and from it a blast of elemental cold springs forth, a white beam of frigid death, 1 foot in diameter and 5 yards long per spellcasting level of the caster (thus, a 10th level caster would produce a Cone of Cold 10 feet in diameter and 50 yards long.) The cone is initially only an inch wide as it leaves the caster's fingertips. Her Cone of Cold then slowly widens until it reaches it's maximum diameter at the limit of it's range. The mage can choose to throw a Cone of Cold of shorter range, in order to catch targets that would be missed by a longer, more slender Cone. Any and all creatures, and any and all objects, caught within the Cone of Cold must make Reflex Saves or Item Saves (ala 1st edition.) Only undead other than skeletons and zombies are exempted, and only then because of the Negative Energy sustaining them (not because they are normally immune to cold.) Success on the Reflex Save indicates the creature takes 1d4 + 1 points of damage per spellcasting level of the caster, halved, fractions rounded up. (Thus, a caster of 30th spellcasting level inflicts 30d4 + 30 points of damage, and this would be halved.) Those who made their Reflex Saves need not make Item Saving Throws for their worn and/or carried items. If targets are so lucky as to have made their Reflex Saves, they may still be in danger (see below.) For Items, success indicates the items somehow survive the Cone of Cold, and take no further direct damage from the spell. However, those items might still be in great danger (see below.) Failure on the Reflex Save indicates great misfortune for the targets. Those targets take the full 10d4 + 1 per spellcasting level of the caster, and all items carried and/or worn must make Item Saving Throws Against Magical Fire (using 1st edition, substituting Fire for the cold.) Any failed Save indicates that particular item is destroyed. And if even a single item worn and/or carried by a target creature is destroyed, the target is immolated in cold flames, sustains 2 to 12 points of damage each and every round thereafter until the flames are extinguished, and the target's items must Save again (against Normal Fire) each and every round the cold fire burns or be destroyed and immolate the target all over again. Anyone so unfortunate as to be wearing full or partial metal armor, who is struck by a Cone of Cold and fails his or her Reflex Save, must make an Item Save against Magical Fire for their armor. Failure indicates immolation and an additional 2 to 12 points of damage per round from the now superchilled, bluish-purple glowing armor. This effect is exactly like someone stuck in superheated armor, really: the person is unlikely to be able to do anything other than attempt to remove the chilled armor, assuming they can do anything at all. This spell generates Cold Fire. Cold Fire, works much like normal fire. Anything subject to normal fire is subject to cold fire. Treat the two kinds of fire as being exactly the same in terms of what they can and cannot do. Treat the direct blast of the Cone of Cold as a normal fire of ten thousand degrees, with everything caught in the Cone exposed for three seconds to this temperature, for purposes of how the direct blast affects creatures and objects. Except, of course, that this is cold fire, not normal (hot ... ten thousand degrees would be a REALLY HOT) fire. After the Cone of Cold has done it's work and disappeared, treat the area struck as any normal area subjected to ten thousand degree heat for several seconds, as it slowly 'warms' up from the effects of the blast. Do not think in terms of normal extreme cold (200 below zero, etc.) for the purposes of the cold fire from a Cone of Cold. Something warming up from 200 below zero to 70 degrees would warm 270 degrees. Something 'warming up' from being 'chilled' one thousand, three thousand, five thousand degrees, would have to 'warm up' one thousand, three thousand, five thousand seventy degrees to reach that normal 70 degrees! That much 'warming' going to take awhile, and meanwhile that object is going to radiate great 'cold', just as an object at three thousand degrees radiates great heat. Creatures caught in cold fire turn bluish as their flesh is damaged by the cold fire. Then their flesh melts from the cold fire, finally turning to blue and purple ash, while smoke of green and blue, purple and black, swirls up into the air. Items of paper, wood, cloth, and leather suffer a similar fate. Metal turns bluish (instead of blackening), glows green and then blue and then purple, then melts into cold purple glowing lava. Rock subjected to the effects of cold fire would turn very cold, then glow greenish, bluish, and finally purplish, then melt into bluish-purple lava. The blast from a Cone of Cold is more powerful than the blast of a Fireball. The effects are more spectacularly overawing and gruesome. Humans, demi-humans, and humanoids melt and evaporate into cold mist. Trees trunks, even large ones, slump into burning goo and vaporize. The ground melts and fuses. Rock caught in the Cone glows bright bluish-purple from the momentary exposure and softens. A cliff at the end of the Cone will glow wherever the diameter of the Cone touched it, and softens for several feet inward. Armor glows brilliant purple, soft metals melt, swords are ruined as the temper is taken out of them, and even strong supportive beams and posts of iron, steel, and stone are ruined, unstructurally sound afterwards. Dungeon doors of stone soften and melt, while wooden doors melt and evaporate. A Cone of Cold is likely to start a cold fire, just as a Fireball is likely to start a normal fire. Cold fire spreads just as normal fire would. Thus, a cold fire forest fire, or cold fire structural fire or room fire, or even a cold fire city fire are all possibilities. Unfortunately, though, water will not normally put out cold fire. The reason water does not stop cold fire is because cold fire is the elemental opposite of hot (normal fire) and hot fire IS stopped by water. Cold fire is stopped by the elemental opposite of water, which is ... hot fire! Hot fire will put out cold fire just as water will douse hot fire. Cold fire can be smothered (it seems to need oxygen just as hot fire does.) Thus sand, or a literal flood of water - which would then smother like sand would - or immersion in certain other liquids (oil is not one of them), will smother cold fire. Cold fire also will not burn across barren soil or rock, or along stone dungeon corridors, or anywhere else normal fire wouldn't go: the radiant cold from cold fire WILL start more cold fires, though (if you are standing on the other side of a door from a cold fire, and you touch the door, you may well receive a cold burn on your hand. Eventually, your side of the door will burst into cold fire, as the cold reaches the 'combustion' point on your side.) Note that someone on cold fire could jump into a river or lake, and this would smother the cold fire as cold fire seems to need oxygen like hot fire does. However, the 'cold' from the cold fire would not be mitigated immediately, since water does not otherwise affect cold water (anymore than sand will immediately cool an overheated person or object.) Characters in armor would still 'fry' from the cold, 'cold' clothing would still inflict damage on the character, 'cold' monster hide or scales would still damage the monster, and objects no longer burning would still take damage from the 'cold' until they 'warmed up.' The Cone of Cold leaves a large chilled area in it's wake, and likely one or more cold fires burning in that area. Characters and creatures caught in this perilous area are allowed to leave it immediately as a Free Action (place the character out of the area, just beyond it, in a direction of the player's choice.) If creatures in the area cannot leave in one round, they must make a Reflex Save for each and every round they remain in the area. Those who fail sustain 2 to 12 points of damage, are immolated in cold flames, and take 2 to 12 points of damage each and every round thereafter until the cold flames are extinguished. Their items must also make Item Saving Throws versus Normal Fire that round and all subsequent rounds, or be destroyed and once more immolate the hapless creature in cold flames. It is unwise to stick around on stone chilled by cold flames, or on soil melted and fused by the cold flames of a Cone of Cold, or among the burning ruins of buildings on cold fire, or in cold burning brush and grass. To deliberately remain in, or to enter into, such areas requires the requisite Reflex Save as described above, with the consequences of failed Saves being swift and painful. Items, spells, and psionic abilities that protect against magical cold will aid a creature against the Cone of Cold and it's cold flames, protecting life and property. Items and spells that merely protect against normal cold, however, will be completely useless ... and hopefully potential victims won't have to find this out the hard way. Note that cold flames melt objects and people and turn them to ash. They do not freeze them solid and shatter them, as normal cold would do. The cold produced by cold flames is treated as cold fire itself (a cold wall, though not burning, would damage someone touching it as if it were on cold fire.) UNTIL THEY WARM UP TO NORMAL TEMPERATURES, ALL CREATURES AND ITEMS CHILLED BY COLD FIRE ARE CONSIDERED TO BE COLD FIRE HAZARDS, NOT NORMAL COLD HAZARDS. Any creature or object on cold fire who is hit with normal fire by a being trying to put out the cold flames, will suffer all the effects of the normal fire AND the cold fire that round. The cold fire may or may not be put out. The normal fire may or may not ignite something on the creature. It is possible for one part of a creature to be on cold fire, and another part to be on (normal) fire, at the same time ... at least briefly! There are non-epic level feats that allow higher level mages to convert spells from magical flame or other energies to cold fire. Many bright and ruthless mages have discovered the requisite feats, and wield cold fire with a vengeance. Cone of Cold is one of the early spells invented for the specific purpose of harnessing the frigid power of cold fire. The material component for Cone of Cold is a crystal or glass cone of very small size. [/QUOTE]
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