Ice Domain

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Granted Powers: You can manipulate cold and ice, and are resistant to cold damage.

Ice Bolt (Sp): As a standard action, you can unleash a razor-sharp bolt of ice, targeting any foe within 30 feet as a Ranged attack. This bolt of ice deals 1d4 piercing damage and 1d4 cold damage + 1 point of cold damage for every two cleric levels you possess. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Body of Ice (Su): At 8th level, you can transmute your body and equipment to ice for a period of time. It takes a standard action to take on the form of ice, and you can end the transmutation with a free action on your turn. When you take on the form of ice, you are immune to cold and have DR 5/—, but you take twice the normal amount of damage from fire. You can take on the form of ice for a number of rounds per day equal to your cleric level. The rounds need not be consecutive.

1. Frostbite Target takes cold damage and is fatigued..
2. Frigid Touch Target takes cold damage and is staggered.
3. Sleet Storm Hampers vision and movement.
4. Ice Storm Hail deals 5d6 damage in cylinder 40ft. across.
5. Icy Prison Thick ice holds and damages the target.
6. Cold of Cold 1D6 cold damage per level.
7. Ice Body 1D6 cold damage per level.
8. Polar Ray Ranged touch attack deals 1d6/level cold damage and 1d4 points of Dexterity drain.
9. Polar Midnight Cold darkness paralyzes and deals damage.
 NOTE: This domain was created before there was an Ice Domain by other publishers. Anyone who wants to use one of the alternate Ice Domains is free to substitue that domain for the one represented here. Players should speak with their Game Masters as to which they will use. Spell selection and Granted Powers need to be uniform and this decision should be made for the clear at character creation.