Hi!
Nach dem Fiasko mit dem Freezing Fog habe ich mir jetzt mal das hier aus den Fingern gesogen. Ich hoffe, davon gibt es nicht schon was Ähnliches.
Aber etwas Fine Tuning braucht dieser Zauber hier auf jeden Fall noch.
Frostwalker
Transmutation [Cold]
Lvl: Sor/Wiz 6, Drd 6
Components: V,S, M/DF
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level (D)
Saving Throw: Fortitude negates or Reflex halves; see below
Spell Resistance: No
The caster transforms himself into living ice, from which he gains +3 natural armor, damage reduction 5/- and immunity to poison, critical hits, and, of course, cold, but gains vulnerability to fire. He can move over ice (even thinly frozen water) as if over solid ground and can even climb icy slopes without penalty for slipperiness. A frostwalker’s natural attacks and unarmed strikes as well as attacks with metal weapons he kept in hand for at least 1 full round in frostwalker form cause an additional 1d6 points of cold damage and he is surrounded by an aura of cold that causes 1d6 points of cold damage to any creature within 10 ft. each round, unless that creature succeeds in a Fortitude save against the spell’s save DC. This save must be made each round a creature stays within a frostwalker’s cold aura.
Furthermore, a frostwalker gains a breath weapon, a 30-ft.-cone for 4d6 points of cold damage, that he can use as a standard action once while in frostwalker form, plus one additional time for every four levels. A successful Reflex save against the spells save DC halves the damage.
A frostwalker’s touch freezes any liquid, up to 1 cubic foot per round.
Material Component: A vial of blood or other ichor from a creature with the cold subtype, mixed with diamond dust worth at least 100 gp.