Formula List1st Level
Perfect Freeze
Brain Freeze: Major—Target of your frostray attack delays until next round.
Ice Glaze: Major—Ice forms around the target of your frostray attack.
Piercing Chill: Minor—Targets of your frostray are beset by temporary frostbite.
2nd Level
Perfect Freeze
Chilling Ray: Minor—Your frostray deals 2 points of Dexterity damage.
Hoarfrost: Major—Deal +2d6 damage with frostray, foe is frozen to the ground.
Numbing Cold: Major—Deal +2d6 damage with frostray, target takes –2 on attacks and a –10 ft. penalty to speed.
3rd Level
Perfect Freeze
Crystal Frost: Major—Deal +2d6 damage with frostray, target is covered in frost that deals damage and obscures vision.
Hypothermic Ray: Major—Deal +3d6 damage with frostray, target becomes fatigued.
Shivering Chill: Minor—Targets of your frostray can take only move or standard actions.
4th Level
Perfect Freeze
Hindering Ice: Minor—Targets of your frostray become entangled.
Mindfreeze: Major—Deal +4d6 damage with frostray, intense cold damages target's mind and forces him to delay.
Ray of Rime: Major—Deal +5d6 damage with frostray, target has a –20-ft. penalty to speed.
5th Level
Perfect Freeze
Bloodfreeze: Major—Deal +4d6 damage with frostray, target takes a –4 penalty on attacks, AC, and Str- and Dex-related checks, 50% failure of spells with somatic components.
Freezing Ray: Minor—Your frostray deals 4 points of Dexterity damage.
Frost Armor: Minor—You or an ally gains armor of ice that grants DR 10/- and deals cold damage to attackers.
6th Level
Perfect Freeze
Embrace of the Blizzard: Major—Deal +8d6 damage with frostray, target takes a -4 penalty to Strength, Dexterity, and Constitution.
Glacial Freeze: Major—Deal +5d6 damage with frostray, target is frozen in place.
7th Level
Perfect Freeze
Flashfreeze: Major—Deal +5d6 damage with frostray, target is encased in a thick sheet of ice.
Winter’s Chill: Minor—Targets of your frostray become exhausted.
8th Level
Perfect Freeze
Frozen Haze: Major—Create a frozen haze that incapacitates creatures in its area.
9th Level
Perfect Freeze
Icy Manipulation: Major—Deal +5d6 damage with frostray, target slowly turns to ice, effect can spread to adjacent creatures.
Perfect FreezeThe Perfect Freeze circle teaches spellshapers to fight enemies with the power of winter. Students of this circle are often cunning strategists, using their slowing and freezing techniques to keep enemies at a distance while slowly whittling away at their stamina.
Spellshape AttackThe spellshape attack associated with the Perfect Freeze circle is
frostray. A
frostray is a ray of cold energy with a range of 60 feet and the [Cold] descriptor. It is a ranged touch attack that affects a single target, dealing 1d6 points of cold damage. For every four shaper levels beyond 1st, you deal an additional 1d6 points of cold damage to the subject, to a maximum of 5d6 at 17th level.
NumenWhile under the effect of the Perfect Freeze numen, you and your allies can walk across icy surfaces without reducing your speeds or making Balance checks. In addition, any creature that strikes a creature affected by the numen takes 2 points of cold damage. This damage increases by 2 for every five shaper levels you have, to a maximum of 10 points of cold damage at 20th level.
IncantationsThe incantations of the Perfect Freeze circle allow a spellshaper to freeze nearby water and earth, conjure items formed of ice, and call down an early winter.
Sudden FrostPerfect Freeze (Incantation) [Cold]
Level: Least
Shaping Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Area: 10 ft. square/level
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
All earth, stone, and water in the incantation's area is drained of heat. Earth, mud, and stone become everfrost and water freezes. You affect a 10-foot-square area to a depth of 1 foot. Magical, enchanted, dressed, or worked stone cannot be affected. Earth, stone, or water creatures are not affected.
This incantation can be used to create small icebergs in large bodies of water. These icebergs float, but are extremely slippery and unstable, requiring a DC 15 Balance check per round to stay on the iceberg. Icebergs may be propelled through the water by the current, paddling, or other means.
FrostcraftingPerfect Freeze (Incantation) [Cold]
Level: Lesser
Shaping Time: 1 standard action
Range: Personal
Effect: One object of up to 10 lb./level
Duration: 1 hour/level
Saving Throw: None (harmless)
Spell Resistance: No
You conjure into being a block of transparent ice in the shape of any object you have seen at least once before, up to the weight limit (to a maximum of 200 pounds at 20th level). Any object with moving parts does not function (for example, a crossbow). You must succeed on an appropriate Craft check to make a complex item.
Descending FrostPerfect Freeze (Incantation) [Cold]
Level: Greater
Shaping Time: 10 minutes; see text
Range: 3 miles
Area: 3-mile-radius circle, centered on you; see text
Duration: 4d12 hours
Saving Throw: None
Spell Resistance: No
You change the weather to a state of winter, or strengthen winter conditions already present. It takes 10 minutes to shape the incantation and an additional 10 minutes for the effects to manifest themselves. The current, natural weather conditions are determined by the DM. You then choose what wintry conditions you want to manifest; the strength of the winter depends on the existing climate and season of the area.
Season | | Possible Weather |
Spring | | Frequent snowfall, nightly frost |
Summer | | Light snow, hailstorms, cold rain, cloudy |
Autumn | | Frequent snowfall, frost |
Winter | | Frigid cold, blizzard, and constant snowfall |
Daily wind and snowfall during a Descending Frost are determined using the table below. Add +8 to the roll when cast during winter, +4 in spring or autumn, -2 in summer, +2 for a cold climate, -2 for temperate climate, and -6 for hot climate. Roll separately for wind and snow. The snow and wind shown are the maximum possible for the day; at your option, there can be less wind or snow.
d20 Roll | | Amount of Snowfall | | Amount of Wind |
0 or less | | 1d12 inches of snowfall melt | | Weak (0-10 mph) |
1-5 | | No new snow | | Weak (0-10 mph) |
6-10 | | 1d4-1 inches snow | | Moderate (11+ mph) |
11-15 | | 1d8 inches snow or 1 inch hail | | Moderate (11+ mph) |
16-20 | | 1d12 inches snow | | Strong (21+ mph) |
21-25 | | 2d12+4 inches snow | | Strong (21+ mph) |
26+ | | 1d6+1 inches snow | | Very strong (31+ mph) |
You control the general tendencies of the weather, such as the direction and intensity of the wind. When you select a certain weather condition to occur, the weather assumes that condition 10 minutes later (changing gradually, not abruptly). The weather continues as you left it for the duration, or until you use a standard action to designate a new kind of weather (which fully manifests itself 10 minutes later).
FormulaeThe formulae of the Perfect Freeze circle focus on hindering, slowing, and freezing foes.
BloodfreezePerfect Freeze (Major) [Cold]
Level: Spellshaper 5
Prerequisite: Two Perfect Freeze formulae
Shaping Time: 1 standard action
Range: Frostray attack
Target: One creature
Duration: 5 rounds
Saving Throw: Fortitude partial
Spell Resistance: As spellshape
As part of shaping this formula, you make a single
frostray attack that deals an extra 4d6 points of damage. If it hits, your target’s blood begins to freeze. This effect causes a –4 penalty on attacks, Armor Class, and all Strength- and Dexterity-related checks, and anyone casting a spell with a somatic component has a 50% chance of spell failure for the duration of the formula. If the target makes its Fortitude save, the creature only takes a –2 penalty on attacks, Armor Class, and all Strength- and Dexterity-related checks and has only a 25% chance of spell failure for spells with a somatic component.
Brain FreezePerfect Freeze (Major) [Cold, Mind-Affecting]
Level: Spellshaper 1
Shaping Time: 1 standard action
Range: Frostray attack
Target: One creature
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: As spellshape
As a part of shaping this formula, you make a single
frostray attack. If it hits, your target must make a Will save or be forced to delay until the following round, acting immediately before you on your initiative count.
Chilling RayPerfect Freeze (Minor) [Cold]
Level: Spellshaper 2
Prerequisite: One Perfect Freeze formula
Shaping Time: 1 swift action
Range: Personal
Target: You
Duration: End of turn
You shape your cold energies in such a way as to sap your opponent’s energy, slowing his reactions. Until the end of your turn, any creature that takes damage from your
frostray attack takes 2 points of Dexterity damage in addition to your normal
frostray damage. A successful Fortitude save negates this Dexterity damage, but not the normal
frostray damage.
Crystal FrostPerfect Freeze (Major) [Cold]
Level: Spellshaper 3
Prerequisite: One Perfect Freeze formula
Shaping Time: 1 standard action
Range: Frostray attack
Target: One creature
Duration: 5 rounds
Saving Throw: Fortitude negates
Spell Resistance: As spellshape
As a part of shaping this formula, you make a single
frostray attack that deals an extra 2d6 points of damage. If it hits, your target must make a Fortitude save or be covered in a layer of frost that freezes its flesh and crystallizes over its eyes. An affected creature takes 1d6 points of cold damage each round and suffers a 20% miss chance on all attacks for the duration of the formula.
Embrace of the BlizzardPerfect Freeze (Major) [Cold]
Level: Spellshaper 6
Prerequisite: Three Perfect Freeze formulae
Shaping Time: 1 standard action
Range: Frostray attack
Target: One creature
Duration: 5 rounds
Saving Throw: Fortitude negates
Spell Resistance: As spellshape
As a part of shaping this formula, you make a single
frostray attack that deals an extra 8d6 points of damage. If it hits, your target must make a Fortitude save or be chilled to its core by the sheer cold of a blizzard, taking a -4 penalty to Strength, Dexterity, and Constitution for 5 rounds.
FlashfreezePerfect Freeze (Major) [Cold]
Level: Spellshaper 7
Prerequisite: Three Perfect Freeze formulae
Shaping Time: 1 standard action
Range: Frostray attack
Target: One living creature
Duration: 5 rounds
Saving Throw: Fortitude negates
Spell Resistance: As spellshape
As a part of shaping this formula, you make a single
frostray attack that deals an extra 5d6 points of damage. If it hits, your target is trapped in a block of ice that suffocates them. The formula entraps the target with a thick layer of ice from head to toe. A creature that makes a successful Fortitude save can shake of the sheets of ice immediately, though it still takes the extra cold damage. If the creature fails its save, it is held within the ice and immediately begins to suffocate per the drowning rules (see page 304 of the
Dungeon Master's Guide). In addition, the creature takes 2d12 points of cold damage per round from contact with the ice.
Other than attempting to escape, an entombed creature can perform actions that only require mental or verbal activity.
Escaping from the ice block requires a DC 24 Strength check or the application of 20 points of fire damage.
Freezing RayPerfect Freeze (Minor) [Cold]
Level: Spellshaper 5
Prerequisite: Two Perfect Freeze formulae
Shaping Time: 1 swift action
Range: Personal
Target: You
Duration: End of turn
You call upon your mastery of winter to chill your enemies to the bone. Until the end of your turn, any creature damaged by your
frostray attack takes 4 points of Dexterity damage in addition to your normal
frostray damage. A successful Fortitude save reduces the Dexterity damage to 2 points, but your foe still takes full normal
frostray damage.
Frost ArmorPerfect Freeze (Minor) [Cold]
Level: Spellshaper 5
Prerequisite: Two Perfect Freeze formulae
Shaping Time: 1 swift action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: 5 rounds (D)
Saving Throw: Fortitude negates (harmless)
This formula creates a shielding layer of ice around you or one of your allies. The subject of this formula gains DR 10/-. In addition, creatures hitting the subject with melee attacks take 2d6 points of cold damage.
Frozen HazePerfect Freeze (Major) [Cold]
Level: Spellshaper 8
Prerequisite: Four Perfect Freeze formulae
Shaping Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: 20-ft.-radius emanation
Duration: 5 rounds (D)
Saving Throw: Fortitude partial; see text
Spell Resistance: Yes
This formula creates a cloud of frozen haze, slowing and weakening creatures in its area. Creatures within the area of the haze suffer a 50% miss chance on all attacks and must make a Fortitude save each round at the beginning of their turns or take 4d6 points of cold damage and be forced to move at half speed. In addition, a creature that fails this save must make a second Fortitude save or become fatigued. A creature that is already fatigued becomes exhausted instead.
Glacial FreezePerfect Freeze (Major) [Cold]
Level: Spellshaper 6
Prerequisite: Three Perfect Freeze formulae
Shaping Time: 1 standard action
Range: Frostray attack
Target: One living creature
Duration: 5 rounds
Saving Throw: Reflex negates
Spell Resistance: As spellshape
As a part of shaping this formula, you make a single
frostray attack that deals an extra 5d6 points of damage. If it hits, your target must make a Reflex save or be encased in a 5-inch-thick sheath of ice and be immobilized (and thus helpless). A creature encased in ice is aware and breathes normally but cannot speak or move other than to attempt to escape by making a Strength check (see below). It can still execute purely mental actions, such as using a spell-like ability. A spellcaster can cast a spell with no verbal or somatic components as long as the spell lacks either a focus or material component, or the material component, focus, or divine focus is already in the spellcaster’s hand.
The ice blocks line of effect. A winged creature cannot flap its wings and falls. A swimmer can’t swim but, because ice floats, the encased swimmer will rise to the surface and bob about.
A DC 22 Strength check breaks the ice, freeing the encased creature. Creatures other than the target can also attack the ice. The ice has hardness 0 and 15 hit points. When the duration of the formula expires, the ice melts and the encased creature is freed. Damage that would harm the creature must first deal enough damage to destroy the ice before the creature takes damage, and damage dealt to the ice is subtracted from damage that would be dealt to the creature.
Hindering IcePerfect Freeze (Minor) [Cold]
Level: Spellshaper 4
Prerequisite: Two Perfect Freeze formulae
Shaping Time: 1 swift action
Range: Personal
Target: You
Duration: End of turn
You draw upon your icy energies to hinder your foes’ progress. Until the end of your turn, any creature damaged by your
frostray attack must make a Reflex save or become entangled by lingering ice for 1d6 rounds.
HoarfrostPerfect Freeze (Major) [Cold]
Level: Spellshaper 2
Prerequisite: One Perfect Freeze formula
Shaping Time: 1 standard action
Range: Frostray attack
Target: One creature
Duration: Instantaneous
Saving Throw: See text
Spell Resistance: As spellshape
As a part of shaping this formula, you make a single
frostray attack that deals an extra 2d6 points of damage. If it hits, your target must make a Reflex save or be frozen to the ground with its feet encased in ice. A frozen creature cannot move, receives no Dexterity bonus to AC, and incurs a –2 penalty on attack rolls.
A frozen creature can free itself with a DC 18 Strength check or by dealing 15 points of damage to the ice.
Hypothermic RayPerfect Freeze (Major) [Cold]
Level: Spellshaper 3
Prerequisite: One Perfect Freeze formula
Shaping Time: 1 standard action
Range: Frostray attack
Target: One creature
Duration: Instantaneous
Saving Throw: Fortitude negates
Spell Resistance: As spellshape
As a part of shaping this formula, you make a single
frostray attack that deals an extra 3d6 points of damage. If it hits, your target must make a Fortitude save or become fatigued.
Ice GlazePerfect Freeze (Major) [Cold]
Level: Spellshaper 1
Shaping Time: 1 standard action
Range: Frostray attack
Target: One creature
Effect: 10-ft.-radius spread
Duration: Instantaneous and 3 rounds (D); see text
Saving Throw: See text
Spell Resistance: As spellshape
As a part of shaping this formula, you make a single
frostray attack. If it hits, a thin layer of slippery ice forms in a spread around your target, remaining in the same place even if your target later moves. Any creature entering the area or caught in it when the ice forms must make a DC 15 Balance check or slip, skid, and fall. Those that succeed on the skill check can move at half speed across the surface, or can skate or glide normally. However, those that remain in the area must each make a new skill check every round to avoid falling and be able to move. The ice lingers for 3 rounds, after which time it melts away.
Icy ManipulationPerfect Freeze (Major) [Cold]
Level: Spellshaper 9
Prerequisite: Five Perfect Freeze formulae
Shaping Time: 1 standard action
Range: Frostray attack
Target: One creature
Duration: 8 rounds
Saving Throw: Fortitude partial; see text
Spell Resistance: As spellshape; see text
As a part of shaping this formula, you make a single
frostray attack that deals an extra 5d6 points of damage. If it hits, your target begins to slowly transform into an inanimate statue of ice. An affected creature must make a Fortitude save each round for the duration of the formula or take a cumulative 10-foot penalty to speed and a stacking –2 penalty to Dexterity. If the target’s speed drops to 0 feet, it cannot move. If the target fails four or more saves, it permanently transforms into a statue of ice as if affected by
flesh to ice. Any effect or spell that reverses
flesh to ice also cures this condition. If the target does not fail four or more saves, the stacking penalties fade when the formula's duration ends.
In addition to the frost’s effects on the subject, the ice created by this formula can spread to nearby creatures. Each round on its turn, any creature adjacent to a creature that is under the effect of this formula must succeed on a Fortitude save or also take a cumulative 10-foot penalty to speed and a –2 penalty to Dexterity. Failing four or more of these saves will also transform a creature into a statue of ice. If a creature that would be affected in this manner has spell resistance, it applies to this effect.
MindfreezePerfect Freeze (Major) [Cold, Mind-Affecting]
Level: Spellshaper 4
Prerequisite: Two Perfect Freeze formulae
Shaping Time: 1 standard action
Range: Frostray attack
Target: One creature
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: As spellshape
As a part of shaping this formula, you make a single
frostray attack that deals an extra 4d6 points of damage. If it hits, your target must make a Will save or take 1d4 points of Intelligence damage and be forced to delay until the following round, acting immediately before you on your initiative count.
Numbing ColdPerfect Freeze (Major) [Cold]
Level: Spellshaper 2
Prerequisite: One Perfect Freeze formula
Shaping Time: 1 standard action
Range: Frostray attack
Target: One creature
Duration: 2 rounds
Saving Throw: Fortitude negates
Spell Resistance: As spellshape
As a part of shaping this formula, you make a single
frostray attack that deals an extra 2d6 points of damage. If it hits, your target must make a Fortitude save or go numb and take a –2 penalty on attack rolls and a –10 ft. penalty to its speeds.
Piercing ChillPerfect Freeze (Minor) [Cold]
Level: Spellshaper 1
Shaping Time: 1 swift action
Range: Personal
Target: You
Duration: End of turn
You focus your power, causing your
frostray attacks to fill your targets with the effect of hours of exposure to harsh conditions. Until the end of your turn, any creature damaged by your
frostray attack must make a Fortitude save or be affected by a temporary frostbite condition, making it fatigued for 2 rounds.
Ray of RimePerfect Freeze (Major) [Cold]
Level: Spellshaper 4
Prerequisites: Two Perfect Freeze formulae
Shaping Time: 1 standard action
Range: Frostray attack
Target: One creature
Duration: See text
Saving Throw: None
Spell Resistance: As spellshape
As a part of shaping this formula, you make a single
frostray attack that deals an extra 5d6 points of damage. If it hits, your target’s speed is reduced by 20 feet until the end of its next turn, which might prevent it from moving entirely. This penalty applies to all movement modes. A flying creature with a fly speed of 0 feet falls to the ground (and takes falling damage appropriately) if it is subject to this effect while in the air.
Shivering ChillPerfect Freeze (Minor) [Cold]
Level: Spellshaper 3
Prerequisite: One Perfect Freeze formula
Shaping Time: 1 swift action
Range: Personal
Target: You
Duration: End of turn
You wield your frost magic in a way that lets your impair your foes. Until the end of your turn, any creature damaged by your
frostray begins to shiver uncontrollably. The target can attempt a Fortitude save each round to shake off the effect. Until the effect is shrugged off, the victim is hampered by extreme cold and is able to perform only a single move or standard action each round.
Winter’s ChillPerfect Freeze (Minor)
Level: Spellshaper 7
Prerequisite: Three Perfect Freeze formulae
Shaping Time: 1 swift action
Range: Personal
Target: You
Duration: End of turn
You shape your magic in such a way as to sap the energy from creatures that you assault. Until the end of your turn, any creature that takes damage from your
frostray attack must make a Fortitude save or become exhausted.