Help creating Ice Cleric

Post/Author/DateTimePost
#1

jaanos1

Aug 28, 2008 23:52:09
Hi all;

I want to create a series of domains suitable for a cleric that worships the para-elemental plain of Ice. Any suggestions on domain spells, powers, weapons etc?
#2

thelash_dup

Aug 29, 2008 1:10:38
Just for something fast, take a look at the spells. Then change them to ice types. For example you could change Bulls Strength to Ice Strength. Then maybe a Negative version that zaps the opponents strength from them.
That is not the most creative but could do for the short term.


Hmm, you have me thinking. Like fire ball but ice ball. You fire what appears to be a ray of blasting cold air from your finger tips. When it strikes the target area, a spherical core of ice appears then grows outward rapidly. Freezing all in a 20' area. Then shatters to leave frozen bodies shattered on the ground.

Just be creative.

Yes I have my next BBEG. He will bring winter from the south to all the land. One of my players might be doomed, he is a fire Genasi(SP).
#3

jaanos1

Aug 29, 2008 3:46:18
Well here is my attempt at making Ice Cleris, Athasian Style... let me know what you think!

Ice Para-Elemental Clerics Domains Available

The rarest of all the Cleric’s that walk Athas are the Ice Clerics. Found in remote mountain regions, these clerics worship both the destructive power of Ice, it’s capacity to preserve and the potential for life contained in the water that ice is made out of… needless to say, on a desert world such as Athas Ice Clerics are considered eccentric at best. Nevertheless, they make formidable foes where aroused to protect the Alpine ecologies they inhabit. Many Ice Clerics have level in Druid and guard their Alpine lands fiercely, and dream of a day that the sands of Athas are covered with Snow….

Cold Malice: as per Darksun PHB

Shattered Snow
Worshippers: Ice, Water
Class Skill: Survival
Weapons: Alak, light flail, heavy flail
Armor: Shield
Granted Power: You continually use pass without trace as the spell. This is a supernatural ability.

Shattered Snow Domain Spells*
1. Snow Pit: Excavates Snow in a 10 ft./level wide and deep cone.
2. Curse of the Black Snow: Subject leaves black greasy footprints when crossing snow.
3. Snow Spray: Sprays Snow or silt as an area attack.
4. Snow Trap: You entrap an area of Snow.
5. Snow Flow: You shift the location of Snow dunes.
6. Blade Barrier: Blades encircling you deal 1d6 damage/level.
7. Ice Shard Storm: Creates a whirlwind of razor sharp ice shard.
8. Polar Ray: Ranged touch attack deals 1d6/level cold damage**
9. Obedient Avalanche: Snowy avalanche crushes and buries your foes**
*All spells per their Sand equivalent, i.e Sand Pit, Sand Flow etc
** Detailed at end of document

Blinding Blizzard Domain
Worshippers: Ice, Air
Class Skill: Survival
Weapons: Free weapon specialization in Long-Bow and Long Spear
Armor: Shield, Medium
Granted Power: Inclement weather has less of an effect on you. Rain and snow don’t penalize your Spot and Search checks. You can move through snow-covered and icy terrain at your normal movement. Wind effects, whether natural or magical, effect you as if you were one size category larger.
Domain Spells:
1. Obscuring Mist
2. Wind Wall
3. Call Lightning
4. Sleet Storm
5. Ice Storm
6. Control Winds
7. Control Weather
8. Whirlwind
9. Storm of Vengeance

Winters Grasp Domain
Worshippers: Ice, Air
Class Skill: Survival
Weapons: Light Mace, Gauntlets
Armor: Medium, Armour Spikes
Granted Power: You gain Cold Resistance 5.
Domain Spells:
1. Hand of Ice
2. Creeping Cold*
3. Sleet Storm
4. Ice Storm
5. Cone of Cold
6. Freezing Sphere
7. Control Weather
8. Winter Tembo
9. Winter’s Wrath
* Detailed below

Winter Tembo’s
Conjuration [Evil, Cold]
Level: Winter’s Grasp Domain 8
Components: V, S, DF
Casting Time: 1 full round
Range: Short (25 ft. + 5 ft./2 levels)
Effect: 2d4+2 summoned winter wolves
Duration: 10 minutes/level
Saving Throw: None
Spell Resistance: No
This spell summons a pack of winter Tembo’s to assist you. They can appear anywhere within range of the spell. The winter Tembo’s summoned match the caster in alignment and are highly obedient. They will perform any task the cleric sets before them to the best of their ability, and they will even act independently to achieve the cleric’s goals if he commands them to. The winter Tembo’s summoned by this spell cannot be commanded by anyone else, and are immune to charm, domination, and other similar enchantments.

Winter’s Wrath
Evocation [Cold]
Level: Winter’s Grasp Domain 9
Components: V, S, DF
Casting Time: 1 full round
Range: 2 miles or Medium (100 ft. + 10 ft./level) (see text)
Area: Two mile-area circle, centred on you, or as a Cone (see text)
Duration: 4d12 days or 3 rounds (see text)
Saving Throw: See text
Spell Resistance: No or Yes (see text)
Winter’s Wrath is a multipurpose spell. You can cast either of the following versions:
Blizzard: You change the weather in the local area. This works exactly as a control weather spell, except that the duration is measured in 4d12 days (not hours), the casting time is only one-full round, and you can only create a blizzard effect.
Breath of Winter: You create an effect similar to a cone of cold spell, with a medium range and a 3 round duration. In the first round of the spell, it will inflict 1d8 points of cold damage per caster level (maximum 20d8) to any creature caught in the cone. Half of this damage is divine in nature and not subject to regular cold resistance. A Reflex save is permitted for half damage. In the second round of this spell, the wind intensifies to tornado-level winds, blowing away large or smaller creatures, knocking down huge creatures, and checking gargantuan and colossal creatures. In all cases, creatures are moved away from the spellcaster. This effect persists through the third round of the spell. In the third round after casting this spell, any creature remaining within the area must make a Fortitude save or be frozen stiff, unable to move or take any actions requiring movement or somatic gestures. A frozen creature is permitted a Strength check against a DC of 20 to break free every round; otherwise, creatures remain frozen for 1d6+1 rounds.

Polar Ray
Spell level: Shattered Snow Domain 8
School: Evocation
Descriptor(s): Cold
Components: V, S
Range: 10ft + 5ft per caster level
Target/Area: Ray
Duration: Instantaneous
Save: None
Spell resistance: Yes
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 (to a maximum 25d6). The subject must make a successful fortitude save v spell DC to avoid being stunned for 1d4+1 rounds by the sudden blast of cold

Obedient Avalanche
Spell Level:
As per Players Guide to Faerûn (3.5), p. 10

Creeping Cold
Spell Level: Winter’s Grasp Domain 2
School: Transmutation
Descriptor(s): Cold
Components: V, S
Range: Target’s within 100ft + 10ft per caster level
Duration: 3 rounds
Save: Fortitude half
Spell resistance: Yes
The subject takes 1d6 cumulative points of cold damage per round (that is, 1d6 on the first round, 2d6 on the second, and 3d6 on the third). Only one save is allowed against the spell; if successful, it halves the damage each round.
#4

lord_karsus

Aug 30, 2008 13:16:25
-Having recently done just what you are asking for help doing, Frostburn was a very valuable resource.
#5

thelash_dup

Sep 01, 2008 13:37:08
Looks great! Sorry for the late reply but I have been camping all weekend long.