Spells of Ukast the Cold and Ziphak the Hunter

Here is the last of Ukast's spells, a powerful spell which he only had a chance to use once before being slain in a big, heroic battle.

Ukast’s Flight of Frost
Evocation [Cold]
Level: Sor/Wiz 9
Components: V, S, M
Casting Time: 5 minutes
Range: Personal
Duration: 1 minute / level
Saving Throw: Fortitude half (cold damage)
Spell Resistance: Yes (cold damage)

Ukast’s Flight of Frost was commonly used by the old Necromancer when he made his entrance unto a field of battle. The spell takes a long time to cast and is therefore best used if the caster knows beforehand that he will be entering a battle. While casting the spell, the caster stands silent and summons the elemental powers of cold to aid him in combat.
While the spell is cast, the weather in a five mile radius around the caster starts to change. The temperature falls dramatically and a harsh wind starts blowing. The drop in temperature will cause one point of cold damage to all creatures within one mile of the caster. This damage will occur as the spell is finished. Anyone within one mile of the caster can attempt a Spellcraft check to determine what spell is being cast.
When the caster finishes casting the spell, he is surrounded in a shroud of coldness. Anyone within ten feet of the caster takes 3d6 points of damage each round. A successful fortitude save halves the cold damage.
The caster gains the benefit of the Fly spell for the duration of Flight of Frost. When he flies a tail of ice and hail follows him, making him appear as a meteor of ice when seen from afar. He gains a +10 bonus to all intimidate checks while under the effect of Flight of Frost. The caster of Flight of Frost can cast two spells with Cold descriptor each round, using 1 action to cast the two spells. Only if both spells have cold descriptor can the spellcaster cast two. Otherwise, he is limited to the normal one pr. round. On top of the two cold spells, he can still cast another quickened spell if he so chooses. The caster can also cast two spells from magical items, as long as both spells have cold descriptor. For example, a spellcaster wielding a Wand of Cone of Cold can use it twice in a round.
As a last effect, the spellcaster gains Cold Resistance 25 as long as Flight of Frost is in effect. The material component for the spell is a white crystal which is worth 2500 gp.
 
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Okay, this better be my last post, the ill wait for some response before posting anything else. The below described magical item is one of my "things you find in an evil liches den" list. Its clearly an NPC item, most players wouldn't hate the patience to use it. A couple of nights ago, my players entered the lair of Ukast's Apprentice, who had the walls of his underground den covered with these items, each containing a zombie.


Frost Chamber
The Frost Chamber is a 4 feet tall cylinder made of metal. Most people would describe it as a coffin that is standing up. The front of the Frost Chamber is made of glass, enabling onlookers to observe the contents of the chamber. The inside of the chamber is clearly very cold, both the glass and metal casing being covered in a thin layer of frost.
Necromancers that have plenty of time on their hands (i.e. liches) mainly use the Frost Chamber. A zombie that is placed in a Frost Chamber will absorb strength from the cold, growing in power over the years. Each ten years a zombie spends in a Frost Chamber permanently gives it one extra hit point. Every twenty years, the zombie becomes so permanently cold that it causes one point of extra damage on melee attacks, the extra damage counts as cold damage for determining resistances etc. A zombie can only benefit from a maximum of one hundred years in a Frost Chamber (after which it will have gained 10 additional hitpoints and a bonus damage of +5). The zombie needs to have been animated before entering the Frost Chamber, otherwise the item will not work. The chamber has 40 hit points and a hardness of 5. If the chamber is destroyed, that zombie will no longer gain any further benefits. Yet, the benefits it has already gained are permanent. If the zombie was to enter a Frost Chamber again, it would first need to spend a number of years equal to the time it has already spent in it before it would begin to gain powers. Thus, if a zombie has spend 30 years in a Frost Chamber and has gained 3 additional hitpoints and 1 extra point of damage, it would need to spend 30 years again if it left the Frost Chamber for some reason or another. Then, after another 10 years, it would gain 1 hit points and 1 extra point of damage.
The necromancer can still command his zombie minions while they are in a Frost Chamber. If his lair is attacked, he can order his zombie to break free from the Frost Chambers, which they will do by clawing their way out of the cylinders. The Frost Chambers are themselves completely immune to cold damage. A Frost Chamber can fit one medium-sized zombie, yet it should be possible to create larger variations that could contain larger zombies.

EDIT
I could need a little help on which spells are required for the above item and what it's cost is. I have decided that Endurance (for the extra hit points), Magic Weapon (for the added damage) and Cone of Cold (for the Cold aspect) might be suitable. Not sure on price though. And gimme some thoughts and feedback on the spells too, if ya like pls... :)
 
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