College of Hypothermal
At this college you will study disciplines dealing with the derived element of ice and the removal of heat. A wizard must be at least Seventh Level to attend this college. The tuition is 12,000 gp; the
seminar requires two full weeks of intense study and an L3 IQ SR is required to pass. Upon successful completion of studies, you will receive the Jack Frost spell. The remainder of the college's spells will be available for you to purchase at the Guild.
Level Two
Jack Frost / 6 /--
Causes a layer of light frost to cover everything within 100 feet of the caster.
Level Three -- 2000 gp
IQ = 14, DX = 10
Snowball / [E] / 4 / range 30'
Hurls an ordinary snowball; caster must make the appropriate DX SR to hit the target. (The snow sublimates almost immediately after hitting the target.) Higher levels double the number of snowballs -- they may be "thrown" separately or all at once.
Level Four -- 2500 gp
IQ = 16, DX = 11
Chill / [D] [E] / 10 / range 20'
Cools the temperature of a small object (up to hobbit size) by 20°F for one turn.
Mystic Woollies / [D] / 15 / --
Cause the caster or one other person to be impervious to cold & immune to cold damage for one hour.
Level Five -- 3000 gp
IQ = 18, DX = 12
Cool It / [D] [E] / 10 / range 50'
Drops the temperature within a 25 foot radius by 10°F for one turn.
Level Six -- 4000 gp
IQ = 20, DX = 13
Ice Storm / [E] / 16 / range 100'
Causes an instant hail storm over a 20 foot radius; it lasts one round and does little real damage (except to crops, etc.). Higher level increase the radius.
Bridge of Ice / [E] / 30 / --
Creates a bridge spanning at most 50 feet and capable of supporting (IQ × Level) × 100 pounds. (This is a variant Wall spell and otherwise conforms to those standards.)
Level Seven -- 4500 gp
IQ = 22, DX = 14
Icicle / [E] / 20 / range 100'
Hurls a spear-like icicle into one target. Damage only equals the caster's IQ, but anyone taking hits must make a LK SR at the caster's level or lose half their DX (due to chills) for one turn. Higher levels increase the number of icicles -- which may be thrown separately,
at different targets, or all at once.
Level Nine -- 5500 gp
IQ = 26, DX = 16
Cube You / 25 / range 50'
Entraps one man-sized victim in a cube of solid ice. The cube takes (caster's IQ × level) points of damage to smash. Meanwhile, the victim is subject to the normal effects of freezing and suffocation.
Ice Merge / [D] / 22 / --
The caster can become one with a body of ice and move through it at walking speed. Lasts three (ten minute) turns, or until the caster leaves the ice.
Level Twelve -- 7500 gp
IQ = 32, DX = 19
White Out / [D] [E] / 40 / --
A blinding blizzard springs up, covering the area within 100 feet of the caster. All within (except the caster) must make an L3 CON SR or lose three DX per round to the freezing cold; Lasts one full turn. Higher levels double the radius or the duration.
Level Fifteen -- 9000 gp
IQ = 38, DX = 22
Summon Ice Demon / 70 / --
Summons one Ice Demon that will serve for 1d6 hours. (Refer to Demonology School.)
Roll a die for which type you get:
1-3 Class I
4-5 Class II
6 Class III
NOTE: until (if ever) I get the demonology school posted on this site, use an ordinary demon made of ice with an MR of 2d6 × 20.