Ice Golem
ICE GOLEM
CLIMATE/TERRAIN: ANY COLD TERRAIN
FREQUENCY: VERY RARE
ORGANIZATION: SOLITARY
ACTIVITY CYCLE: ANY
DIET: NIL
INTELLIGENCE: SEMI (2-4)
TREASURE: SEE BELOW
ALIGNMENT: NEUTRAL
NO. APPEARING: 1
ARMOR CLASS: 2
MOVEMENT: 12 24 in ice
HIT DICE: 11
THACO: 10
NO. OF ATTACKS: 2
DAMAGE/ATTACKS: 4d10/4d10
SPECIAL ATTACKS: SEE BELOW
SPECIAL DEFENSES: SEE BELOW
MAGIC RESISTANCE: SEE BELOW
SIZE: S-H (3′ TO 20′)
MORALE: FANATIC (19)
XP VALUE: 9,000
Ice Golems most commonly appear as dragons or snakes made entirely of ice.
If they are in an area with a lot of ice they are nearly invisible when still. Ice Golems may appear in any form or color.
COMBAT Ice Golems can only exist in areas were the temperature is close to freezing (within 10 degrees). It will use its natural ability to blend into ice to surprise unwanted visitors. If hit with a detect magic spell, it will be detectable as a faint dweomer. They can meld into ice and ice walk at will.
The Ice Golem has the strength of an Iron Golem and the hide of a Stone Golem. It can only be harmed by magical weapons of + 2 or better. Fire or heat-based attacks do half damage, even magical fire due to their freezing temperature. Water or cold based attacks do no damage. An shape ice, ice to water, control water or affect normal water spell will slow them for 1d6 rounds (1/2 normal movement rate and a +2 to AC). An ice storm, cone of cold, iceball or similar spell will restore as many points of damage as it normally does. A water to ice spell will restore all lost ice and hit points.
Purify water does 2d10 points of damage.
Ice Golems radiate cold in a 10′ radius, causing 1d4 per round of cold damage.
Those in this area of effect may save vs. cold for half.
Ice Golems prefer physical attacks. They will not use weapons except to throw them at attackers. Some Ice Golems are transparent like glass, if any strong light source is used within 10′ of these Ice Golems ( continual light, lantern) the refracted light can blind. Treat this as a color spray spell.
Ice Golems also have a breath attack. Once every four rounds they can breath super cold air as per a white dragon of young adult or adult age.
Some wizards have covered their golems every surface to razor sharp ridges. This inflicts an additional 1d8 points of damage to all physical attacks.
HABITAT/ SOCIETY Ice Golems are the favored guardians of Ice Elementalists. They can be taught simple commands, no longer than 10 words, be ridden as mounts, carry burdens, track and spy.
Across areas of ice (even frozen lakes, rivers and seas) or deep snow (more than 3′) than can travel silently and invisibly. It moves through the frozen water much like a Phantom Flyer Golem flows through shadows.
It can overhear conversations but, unless imbued with sufficient intelligence, cannot repeat them. It is a tireless pursuer in cold climes but, will break off, if the weather warms up.
ECOLOGY The cost of this Golem starts at about 40,000 gold pieces. The wizard must start with a framework of the Golem. Metals must be used to form the framework and treated with spells to keep them from rusting. Hard metals such as iron are recommended. Soft metals such as gold, copper and brass reduce the Ice Golem’s Strength by -4 and AC by +2. The base Strength is 10, and AC 4. Hard metals such as iron, and steel give a +4 to Strength and – 2 to AC. Fine metals such as adamantine and mithril give a + 6 to Strength and -4 to AC.
Ice must then be placed around the frame in the desired shape. This requires at least three months to sculpt with ice shape spells by a wizard of at least 15th level. The ice used must be frozen ice and must be from a magical source. Wizards who use ice from the Quasi-Elemental Plane of Ice are rumored to have more intelligent golems.
If razor ridges are desired, the caster place 1′ foot of metal sharpened to the desired keenness into each foot of the ice sculpture. Then an ice sharp spell must be cast onto the ice sculpture. The metal is consumed by the spell. As with the framework, the higher quality and strength the metal used the sharper and stronger the ridges. Mithril, adamantine, and such metals confer a bonus of 1d3 to hit and damage, plus the saving throws of that metal.
The sculpture must then be coated with fresh phase spider ichor. One diamond of at least 5,000 gp value per foot of the Golem must be placed in the ice sculpture to act as a focal stone for all spells cast on the Ice Golem.
Wings may added by using the wings of Ice Mephits, White Dragons, Remorhaz or other cold-dwelling/using creature covering them with phase spider silk and binding them to the ice sculpture.
The creator must cast animate ice, metal to ice, cone of cold, fly, color spray, glassteel, geas, permanency and wish. The Ice Golem will then animate, It will obey only its maker. Ice Golems with no masters may either become lifeless or go rogue.
NEW SPELLS
Animate Ice
(Conjuration/ Summoning, Alteration, Para-Elemental Ice)
Level: 3
Range: Touch
Duration: Permanent
Area of Effect: 1 cubic foot/ level
Components: V,S,M
Casting Time: 1 round
Saving Throw: See Below
This spell allows the caster to animate any amount of ice up to the maximum area of effect. The wizard must concentrate on the ice to move it at rate of 6. This spell does not grant the ice any other powers, abilities or protection. Fire and heat can still melt the ice.
Ice that is attached to a solid sheet may buckle and wriggle but, cannot break free. Ice cubes or chunks of ice may move about. AC should be based on a 1-5 scale depending on mobility, solidness, and size. A small ice cube would naturally have a low AC compared to a glacier. The ice should have a base of 5 hit points per cubic foot. An ice cube is easily smashed but, a glacier would require heroic effort to hurt.
This spell does not affect the shape of the ice. Thus an ice cube could wriggle and squirm but, could not climb stairs. The DM and caster must use common sense when determining the mobility of the animated ice.
Normal Ice is not allowed a saving throw. However ice of an extraplanar origin is allowed a saving throw. Ice Elementals and Ice Golems cannot be affected by this spell, as they are already under magical influence similar to this spell.
Note: Clerics may use animate object to mimic this spell
Metal To Ice
( Alteration, Para-Elemental Ice)
Level : 7
Range: Touch
Duration: Permanent
Area of Effect: 1 cubic foot/ level
Components: V,S,M
Casting Time : 1 round
Saving Throw: Special
This spell transmutes a volume of metal up to the maximum allowed by the caster into ice. The metal can be part of any kind of object, thus a sword can be turned into ice with this spell. The object also acquires all the physical characteristics of ice. Metal to Ice does not confer any other powers, abilities or protection.
The caster must physically touch the target. This may require a successful attack roll if the metal is part of a moving object ( such as a wielded sword) or able to avoid the caster (such as a golem). The target must be all of one piece. This spell cannot affect a room full of armor, only a single suit. Targets also gain a magic resistance of 10% per magical bonuses or protection in addition to any other saving throws vs. magic. If the target has two or more bonuses/protection average the value of all bonuses and protection. A +4 suit of armor would thus gain a saving throw of
40 %. Artifacts and relics have a 5% chance of being affected by this spell.
No spell short of a limited wish can reverse the effect of this spell. The reversed form of this spell Ice to Metal may be used by the caster with a base failure of 100% modified by 1% to reverse their own spells.
The material component of this spell is a handful of glass and rock crystal dust.
Iceshape
(Alteration, Para-Elemental Ice)
Level: 4
Range: 1 foot/ level
Components: S,M
Duration: 1 round/level
Area of Effect: 1 cubic foot/ level
Casting Time : 1 round
Saving Throw: Special
This spell allows the caster to manipulate ice as if it were malleable clay. Holes can be made in solid ice, features sculpted, etc. Small details such as filigree are difficult to shape properly (40% chance of failure).
The desired features must be finished by the spell’s end. The results are permanent and may only be altered by a limited wish or wish. The spell makes the ice pliable enough to be sculpted by bare hands, though tools are preferred. This spell does not protect the caster from the cold of the ice, unless other protection are used the caster will suffer normal damage from cold.
Normal Ice is not allowed any saving throw. Ice of an extraplanar origin is allowed a saving throw at -2 vs. magic to resist the effects of this spell.
The material component of this spell is a bit of soft clay that is pressed into the ice sculpture as the final gesture of spell casting is made.
Icesharp
(Alteration, Para-Elemental Ice)
Level: 8
Range: 1 foot/ level
Components: S,M
Duration: Permanent
Area of Effect: 1 cubic foot/ level
Casting Time : 1 round
Saving Throw: Special
This spell allows a wizard to meld sharpened metal into a piece of ice. The metal is transmuted into ice and made a permanent part of the ice. The ice takes on the tensile strength and hardness of the metal melded into it. The metal’s saving throws vs. fire, magic, and disintegration are changed to those of the ice as is its physical appearance. The ice gains the metal’s saving throws vs. crushing blow, and electricity.
Ice of an extraplanar or magical origin gains a saving throw vs. magic. Likewise metal of an extraplanar origin or of a magical nature gains a saving throw vs. magic if it is not entitled to one.
To cast the spell the caster must place one foot of metal on all surfaces were sharp edges are desired. The metal is consumed by the spell and transmuted into what appears to be ice.
The material component of this spell is an piece of ice shaped into a flawless diamond.
Water To Ice
(Alteration, Para-Elemental Ice)
Alchemy
Level: 2
Range: 1 foot/ level
Components: S,M
Duration: Special
Area of Effect: 1 cubic foot/ level
Casting Time : 1 round
Saving Throw: Special
This spell chills normal water to ice. Water to Ice drops the internal pressure of the water so that it freezes at room temperature (65 degrees Fahrenheit). If the room temperature climbs more than 5 degrees, the ice will begin to melt. The ice will not be freezing to the touch but, remain 65-70 degrees Fahrenheit.
Water of an extraplanar origin or of a magical nature ( potions, water from magical springs, etc.) is not affected by this spell. The reverse of this spell may be used on normal ice or water transmuted by the above spell. Ice of an extraplanar origin or of a magical nature will not be affected.
The material component of this spell is a frog lung.
Meld Into Ice
(Alteration, Para-Elemental Ice)
Level: 4
Range: Touch
Components: S,M, V
Duration: 1 turn/ level + 1d10 rounds
Area of Effect: One creature
Casting Time : 1 round
Saving Throw: None
This spell works much like the similar spell Meld Into Stone. The caster can meld his/her body and possessions into a block of ice larger than the mass of these. The caster and up to 100 lbs. of non-living material are melded into the ice. Magical artifacts and relics may not be affected by this spell. If the caster tries to carry more than 100 lbs, or a magical artifact/relic when casting this spell, the spell automatically fails and must be re-cast.
The caster must exit the ice at the precise point entered and may not travel along the block of ice. If the cleric does not exit at or before the spell’s duration expires they will be expelled forcefully and suffer 8d4 points of damage. The DM should secretly roll the bonus time allowed for this spell. Each piece of gear, when exiting normally or expelled must save vs. petrification or remain part of the ice.
Those affected by a Meld To Ice spell are aware of the passage of time. They cannot hear what is going on outside the ice but, may (40%) be able to distinguish shapes within two feet of their ice if the ice is clear.
Ice to Flesh will expel those affected by Meld To Ice spell and cause 8d4 points of damage. Ice Shape will inflict 2d6 points of damage and also expel those melded.
The material component of this spell is a vial of ice spider ichor which must be splashed on the ice.
Icewalk
(Alteration, Para-Elemental Ice)
Level: 6
Range: Touch
Components: S,M
Duration: 5 turns/ level
Area of Effect: Caster
Casting Time : 1 round
Saving Throw: None
This spell allows the caster to travel through ice. The caster becomes part of the ice during the spell and is able to travel in any patch of unbroken ice for the spell’s duration. During the spell the caster is invisible but, may be detected by divinations or spell such as true seeing.
The caster may move at their normal speed less encumbrances. The caster is unaffected by cold during the spell’s duration whether of normal or unusual origin. The caster is vulnerable to spells such as Ice To Flesh. Ice To Flesh will expel those affected by Ice walk spell and cause 8d4 points of damage. Ice Shape will inflict 2d6 points of damage and also expel those melded.
The material component of this spell is a vial of ice spider ichor which must be splashed on the ice and a piece of phase spider silk.
Flesh To Ice
(Alteration, Para-Elemental Ice)
Level: 6
Range: Touch
Components: S,M
Duration: 5 turns/ level
Area of Effect: 10 lbs/ level
Casting Time : 1 round
Saving Throw: Vs. Magic
This spell is similar to Flesh To Stone. Flesh To Ice allows the caster to turn any creature smaller than their maximum weight allowance into a statue of pure ice. This statue will radiate faint alteration magic if detected for. While transformed to ice the statue may be smashed, in which case it stays ice. The creature it once was is instantly slain but, can be raised or resurrected.
Targets of this spell must roll vs. petrification or be turned to ice. Creatures of more than 7 HD gain a +1 to their saving throws. A failure means the creature is turned to ice. DMs may choose to use spell failure tables to determine if the spell was partly successful and on what part of the body.
Dispel Magic cast by a higher-level wizard may successfully reverse this spell but, the target must roll a systems shock survival or be slain. Wish, Limited Wish, Dream and such spells may also reverse this spell. The reverse form of this spell
Ice To Flesh cast by the caster of the original Flesh To Ice will reverse the spell.
The material component of this spell is a scale from an Ice Gorgon or snake tendril from an Ice Medusa.
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