(The Lord in the Ice, The Eternal Sleeper, Father of Giants' Kin)
Demipower of the Prime Material Plane, LN
PORTFOLIO: Glaciers, frozen seas, polar environments, arctic dwellers
ALIASES: None
DOMAIN NAME: Formerly Toril/Faerûn; currently adrift in the Astral Plane
SUPERIOR: None
ALLIES: None
FOES: Annam
SYMBOL: A necklace of blue and white ice crystals
WOR. ALIGN.: LG, NG, LN, N, LE, NE
Ulutiu (Oo-LOO-tee-oo), is a long-quiescent deity who has voluntarily spent the last eon in slumber, adrift in the Astral Plane. Unlike many of the other deific inhabitants who linger in death on the plane, Ulutiu is sufficiently alive to continue to grant spells to his few followers scattered across Faerûn's northern arctic wastes. Although some scholars have speculated that Ulutiu was once mortal, most sages believe he was a minor sea god who maintained an avatar for several centuries in the northern reaches of the Realms several thousand years ago. When he discovered a vast and still ocean that filled the regions now known as the Great Glacier, Vaasa, Damara, and Narfell, Ulutiu forged a barge of ice and spent his days adrift upon the sea in silent contemplation.
According to the peoples of the Great Glacier and the Ice Hunters of the Savage Frontier, Ulutiu enjoyed a life of quiet reflection, avoiding involvement in the affairs of mortals or gods. Giant lore paints a much different picture of Ulutiu. Those behemoths claim that Ulutiu was one of the many lovers of Othea, bride of Annam. While Annam fathered the various races of giants, Ulutius fathered the various giant-kin—firbolgs, verbeegs, voadkyn, and formorians.
Both groups claim that Ulutiu sank to the depths of the Cold Ocean, his enchanted necklace freezing the surrounding sea and forming the Great Glacier. The giants believe that Annam killed Ulutiu after discovering he was being cuckolded. Ulutiu's human worshipers have no tales of any such battle. Their tales about Ulutiu indicate that he forged a necklace of enchanted ice, a delicate chain of glistening blue crystals, to ensure a peaceful slumber on the ocean floor and then voluntarily sank beneath the surface in his ice barge as the surrounding sea slowly froze.
As is typical, the truth lies somewhere between these two bodies of legend. Ulutiu was Othea's love, but Annam the All-Father was hardly a caring, attentive spouse. Othea turned about from Annam, who was more interested in fathering sons than caring for his wife, and she pursued a serious of unsatisfying affairs with various powers such as Vaprak, father of the ogre race. In Ulutiu, the mother of Faerûn's giants and giant-kin finally found happiness and love. When Annam discovered their affair, he threatened to kill both Othea and Ulutiu. Eventually Ulutiu convinced the All-Father to spare Othea in return for his voluntary exile. Ulutiu descended into a deep slumber, nigh unto death, encased in a tomb of ice.
Ulutiu had his revenge, however, when the ever-expanding ice of his crypt enveloped much of Ostoria, destroying the giant kingdom, and Othea negotiated Annam's exile for an indefinite period. The secret pact of Othea with Ulutiu to reunite after Annam's departure was foiled when Othea was with Ulutiu to reunite after Annam's departure was foiled when Othea was poisoned by her eldest son Lanaxis, progenitor of the titans, who sought to reverse the ever-expanding tide of the Great Glacier by taking Ulutiu's necklace but was forbidden by Othea from venturing onto the ice.
Today Ulutiu is neither awake nor dead. He drifts in eternal slumber alongside Othea in the Astral Plane. The Eternal Sleeper has little interest in the Realms following Othea's demise, but he does maintain a small presence to observe the unfolding events in the fallen lands of Ostoria. If a way could be found to resuscitate Othea, he would likely return to the Realms (and quickly come into conflict with Auril and Umberlee), but for the time being he seems content to rest in eternal sleep, granting spells and protection only to the few hardy people who survive in his favorite environment and venerate his name.
Other Manifestations
Ulutiu rarely manifests in the Realms since entering into his deep sleep. He has shown his displeasure with the actions of mortals from time to time through icequakes in the northern regions. Such an icequake is blamed for the destruction of the ice castle constructed by Vaasan wizards at the foot of Mt. Okk. He sometimes manifests as a perfect circle of ice about 3 feet in diamater floating near the shore of one of the Great Glacier's small seas. When such miniature icebergs are removed and turned upside down, Ulutiu's priests believe they can discern fragments of Ulutiu's teachings through careful meditation on the pattern of cracks and protrusions in the ice.
Ulutiu is served by brown molds, frosts, haundars, kupuks, sha'az, various arctic fish, seals, walruses, polar bears, reindeer, caribou, elk, arctic foxes and rodents, and other arctic creatures, including whales.
The Church
CLERGY: Shamans, specialty priests
CLERGY'S ALIGN.: LG, LN, LE
TURN UNDEAD: Sha: Yes, if good, SP: No
CMND. UNDEAD: Sha: Yes, if neutral or evil, SP: No
All shamans and specialty priests of Ulutiu receive religion (Faerûnian) and religion (giant) as bonus nonweapon proficiencies.
Ulutiu is venerated by the Nakulutiuns of the Great Glacier and their kin, the Ice Hunters of the Savage Frontier. The Nakulutiuns broke off from the clans of Alpuk (known now as the Iulutiuns) after their discovery of the Glacier of Ulutiu nearly 3,000 years ago and now venerate the Lord in the Ice. Each village is led by an autocratic leader, a specialty priest of Ulutiu who may be female or male and is known as the urit, and three lieutenants, who are also specialty priests and are known as yaaurit. Specialty priests of Ulutiu among the Nakulutiuns are known collectively as nakurits.
The Ice Hunters, the Ancient Men of the North who preceded even the Northmen in settling northwestern Faerûn, are a people who wandered off across Abeir-Toril's polar ice cap to the North above the Spine of the World from the lands of the Nakulutiuns over one millennium ago, bringing with them the veneration of Ulutiu. In the centuries since their departure, the veneration of Ulutiu has changed in one significant way. The Ice Hunters primarily revere beast totem great spirits who serve Ulutiu, including Clever Oomio the Gray Seal, Grandfather Walrus, Great White Bear, and Pindalpau-pau the Reindeer Mother, rather than directly worshiping the Lord in the Ice. In many ways, the Ice Hunters' regard for Ulutiu and their totem animals parallels the regard of the Uthgardt barbarian tribes for Uthgar and the Uthgardt beast totems. Ulutiu and the Ice Hunter beast totems are served by Ice Hunter specialty priests of Ulutiu, known as iceguardians, and shamans, who both serve similar functions as the nakurits of the Nakulutiuns.
Ulutiu has no true temples, at least as defined by those who live in the lands south of his domain. Instead he is venerated in small shrines located in each village, often in the home of the most senior priest. Such shrines vary from community to community, but typically include altars made of solid blocks of unmelting ice that enclose important fetishes.
Dogma: No person is the superior of another, with the exception of Ulutiu's priests, who are his representatives in this world and who are set in positions of leadership to pass on his wisdom to his people. Animals share the same emotions, thoughts, and mortals as people. For reasons of his own, Ulutiu compels animals to express these characteristics differently. Because animals are children of Ulutiu, they must be respected. Disrespect of animals risks the wrath of Ulutiu. People and animals have a life essence called pokulu. When they die, their pokulu passes on to Ulutiu and becomes part of him.
The Nakulutiuns (but not the Ice Hunters) believe that Ulutiu has set an order for his faithful people, the Nakulutiuns, and within that social order every person knows his or her place and is happy in that knowledge. Nakulutiuns should keep themselves apart from others, especially other peoples of the Great Glacier such as the Iulutiuns and the Angulutiuns, because they are heathen and have left the true ways of Ulutiu. Long contact with them can only lead to straying from the true path as shown to the nakurits by Ulutiu and then passed on to the Nakulutiuns. Magic outside of that granted by Ulutiu is blasphemous, and wizards are to be shunned or driven from Nakulutiun villages to prevent Ulutiu from showing his wrath at the village for the insult of harboring a blasphemer.
Day to Day Activities: The nakurits serve as autocratic rulers of the Nakulutiun villages. They govern with harsh, even cruel, edicts, but are rarely motivated by self-interest. Both the nakurits and the residents of each village believe Ulutiu's priests receive guidance from the Lord in the Ice, and, as a result, Nakulutiun society is orderly, if somewhat staid.
Among the Ice Hunters, Ulutiu's clergy serve as community leaders as well, but they govern more by consensus than edict. Ice Hunter society is more open to contact with outsiders (on a passing basis) and less stratified in its social classes than Nakulutiun society. Ulutiu's clergy are leaders, teachers, keepers of history and wisdom, and defenders of their people. They teach their clans' children, induct youths into adulthood, and pass along both clan traditions and practical survival knowledge. In communities where Luskan's power is palpable, Ulutiu's priests lead campaigns of silent resistance against the unwanted interlopers.
Holy Days/lmportant Ceremonies: The Nakulutians follow a special set of edicts called kaiurit that vary from village to village and change from year to year. On the first day of spring, the urit calls an assembly of the entire village (called an iurit) and declares the kaiurit for the previous year no longer valid. She or he then announces the coming year's kaiurit, consisting of two or three new rules that the villagers are expected to follow. For a month prior to announcing the year's new kaiurit, the urit spends each evening in isolation, praying and meditating. The urit receives the kaiurit by experiencing tiny fragments of Ulutiu's dreams as visions. To ousiders, the kaiurit seems baffling and arbitrary, but to the Nakulutiuns, its dictates are sacred and indisputable. Typical examples include "No fires can be lit outside," "At sundown, each adult must toss a handful of meat into a crevasse as an offering to Ulutiu," "All adults must wear a certain painted symbol (a moon, a bird, etc.) on their foreheads at all times," "A certain species of animal (ice toads, polar bears, etc.) cannot be hunted or killed for any reason," or "All heathens (non-Nakulutiuns) are to be killed on sight."
In addition to obeying the urit and yaaurit and following the kaiurit, Nakulutiuns must offer a silent prayer to Ulutiu three times a day (usually at dawn, midday, and sunset). Prayer-givers cover their eyes with their hands and turn their heads to the sky, remaining silent for about a minute.
The Ice Hunters have abandoned the practice of observing kaiurit, but they continue to offer silent prayers to Ulutiu three times per day. In addition, they practice a year-long ritual known as the kaitotem. At the beginning of the birthing season, the bravest hunters of the village set out to capture an infant of the species that serves as the tribe's primary beast totem without slaying its mother or her other offspring. The infant is brought back to the village alive, raised by the priests of Ulutiu, and given the best allotments of available food for an entire year. At the end of the year, the infant is possessed by the clan's beast totem and vanishes into the wilderness. If the clan treated the beast well and cared for its needs, it is assured Ulutiu's favor in the coming year. If the animal is mistreated or dies, Ulutiu may choose to visit the village with misfortune for the next year.
Major Centers of Worship: The Glacier of Ulutiu is a sheer wall of ice, rising 1,000 feet in height along the northern shore of the Uppuk River in the depths of the western reaches of the Great Glacier. Thousands of years ago, the glacier was about 300 yards long, but time has taken its toll, and only about 100 yards remain, the rest having broken off into the Uppuk and washed away. Intricate symbols are etched in the glacier, covering the entire surface. The symbols emit a dull red glow. The glacier radiates magic and is completely resistant to all types of natural and magical heat.
Ulutiu is responsible for the symbols and enchantment. He used the glacier to record his thoughts, the history of the region, and details of his magical research. Anyone employing a comprehend languages spell or similar magics can translate the symbols to learn about the life of Ulutiu, his relationship with Othea, his battles with Annam, the origin of the Great Glacier, and other pieces of ancient lore.
Unfortunately, the most interesting pieces have broken off and washes away. These sections, which may still float somewhere on the rivers and seas of the Great Glacier or may have been carried off by frost giants or used as building materials by the other inhabitants of the Endless Ice Sea, are rumored to contain formulas for powerful spells, the location of Ulutiu's treasure, and instructions for reawakening the Eternal Sleeper.
Affiliated Orders: Neither the Nakulutiuns nor the Ice Hunters have any affiliated warrior or knightly orders, and they are not regimented enough in outlook to have any honorary orders. Status within a tribe is determined by rigid social ranking. Community leaders (priests of Ulutiu) have the most standing, followed by married or widowed adults, unmarried adults, children, and ukeu. Ukeu, those who are elderly, infirm, abandoned, or otherwise without family, enter into voluntary slavery with any family that will have them. Although treated with dignity and respect, they are not considered equals. Declarations of the kaiurit may rearrange the social status for a year among the Nakulutians, but this social order represents their society's default arrangement.
Priestly Vestments: Ulutiu's clergy have no formal ceremonial raiment. Some carry sacred bundles and others small holy symbols, but otherwise they communicate their faith simply through words and actions in their small communities. They use specially chosen ice crystals as their holy symbols, and these never melt while in their possession.
Adventuring Garb: When adventuring, priests of Ulutiu favor thick, heavy clothing that wards them against the cold as much as it protects them from physical attack. Both Nakulutiuns and Ice Hunters commonly wear parkas, trousers, mittens, and boots of fox, wolf, bear, and seal skin (often with fur linings) that equal leather or hide armor, depending on the workmanship.
In missile combat, Ulutiu's followers either wield short bows and fire ekaa and trukaa arrows or wield garnoks and hurl bone darts. Ekaa are used to hunt caribou and other herd animals (3 sp/6, Weight 10/1 lb., Size S, Type P, Damage 1d6/1d8). The arrowhead is carved from a caribou or deer antler and is attached to a shaft of bone. Hooked barbs cover both the arrowhead and the shaft. Trukaa are bone arrows with a blunt head used to kill small game without damaging the fur (3 sp/12, Weight 10/1 lb., Size S, Type B, Damage 1d3/1d2). Garnoks are similar to atlatls but are used with darts to increase their effective range (ROF 1/1 Speed Factor 4, Range 3/6/12; Garnok darts 3 sp/12, Weight 10/1 lb., Size S, Type P, Damage 1d3/1d2).
In melee combat, followers of Ulutiu employ daggers, darts, gaffs, harpoons, iuaks, knives, machetes, nets, ritiiks, spears, and tridents. An iuak is a bone blade resembling a machete, about 2 feet long and 6 inches wide (10 gp, Weight 3 lbs., Size M, Type S, Speed Factor 4, Damage 1d4/1d6). The end of the blade is flat, not pointed. A ritiik is a 6-foot-long bone shaft with a point and hook on one end (10 gp, Weight 6 lbs., Size L, Type P, Speed Factor 8, Damage 1d6+1/1d8+1). It is thrust, not thrown.
Speciality Priests (Nakurits)
REQUIREMENTS: Strength 12, Wisdom 14
PRIME REQ.: Strength, Wisdom
WEAPONS: Short bow (and ekaa and trukaa), dagger, gaff, garnok (and dart), harpoon, iuak, knife, net,
ritiik, spear, trident
ARMOR: All armor types up to and including leather or hide armor; no shield
MAJOR SPHERES: All, animal, charm, elemental (water), guardian, law, summoning, protection,
travelers, wards
MINOR SPHERES: Divination, healing, necromantic, plant
MAGICAL ITEMS: Same as clerics
REQ. PROFS: Ancient history (the Ulutiuns and Ulutiu), local history (the Great Glacier), fishing,
weather sense, fire-building, set snares
BONUS PROFS: Charioteering (dog sled), endurance, survival (arctic), tracking
REQUIREMENTS: Strength 12, Wisdom 14
PRIME REQ.: Strength, Wisdom
ALIGNMENT: LG, LN, LE
WEAPONS: Short bow (and ekaa, trukaa, and flight arrows), spear, net, harpoon, gaff, machete,
garnok (and darts), trident, knife, dagger, iuak, ritiik
ARMOR: All armor types up to and including leather or hide armor; no shield
MAJOR SPHERES: All, animal, summoning, protection, travelers, wards
MINOR SPHERES: Healing, plant
MAGICAL ITEMS: Same as clerics
REQ. PROFS: Fishing, weather sense, fire-building, charioteering (dog sled), set snares
BONUS PROFS: Endurance, survival (arctic), tracking
The abilities and restrictions of Ice Hunter shamans, aside from changes noted above and later in this section, are summarized in the discussion of the shaman character class in PLAYER'S OPTION: Spells & Magic and in Faiths & Avatars.
Clever Oomio the Gray Seal: ALIGNMENT: LG, LN, LE, MAJOR: charm, law, MINOR: thought, guardian, TABOO: Cannot harm seals, eat seal meat or fat, or wear anything made from a seal
Grandfather Walrus: ALIGNMENT: LG, LN, LE, MAJOR: elemental, time, MINOR: weather, TABOO: Cannot harm walruses, eat walrus meat or fat, or wear anything made from a walrus
Great White Bear: ALIGNMENT: LN, LE, MAJOR: combat, war, MINOR: protection, TABOO: Cannot harm polar bears, eat polar bear meat or fat, or wear anything made from a polar bear
Pindalpau-pau the Reindeer Mother: ALIGNMENT: LG, LN, MAJOR: divination, protection, MINOR: guardian, TABOO: Cannot harm reindeer, eat reindeer meat or fat, or wear anything made from a reindeer
Clever Oomio the Gray Seal Beast Power: Gray Seal shamans can call upon selkie form or convey its abilities to another worshiper of the Gray Seal once a day for 1 turn. This allows them the appearance, movement, and attack abilities of normal selkies. They can also change back and forth from human to selkie form as a selkie can during the duration of the selkie form.
Grandfather Walrus Beast Power: Grandfather Walrus shamans can call upon tusks of strength or convey this ability to another worshiper of Grandfather Walrus once a day for 1 turn. Tusks of strength temporarily adds 6 points to its user's Strength and causes the shaman's canine teeth to grow longer. Grandfather Walrus shamans who use this ability often quickly begin to look like the walrus spirit they hold sacred. (The presence of the tusks does not give the shaman a tusk attack, as the human frame is not made for this type of attack.)
Great White Bear Beast Power: Great White Bear shamans can call upon polar fury for themselves or another touched Great White Bear worshiper once a day for 1 turn. The recipient of this power grows claws and can claw and bear-hug attack like a polar bear (two claw attacks for 1d10/1d10; a successful attack roll of 18 or better with either claw results in additional hug damage of 3d6).
Pindalpau-pau the Reindeer Mother Beast Power: Reindeer Mother shamans can call upon the horns of wisdom or reindeer hooves once a day. Horns of wisdom has the same effect as a casting of a commune spell except that it lasts for 1 turn and causes elk antlers to grow from the skull of the shaman. (They cannot gift this ability to another.) Each use causes additional horn growth. Fortunately, if the shaman's horns begin to grow too long for practical support on the human skeletal frame, the shaman sheds them one winter and begins to grow new horns in the spring, though this new set is lighter in color than the original set. (The presence of the antlers does not give the shaman an antler attack, as the human frame is not made for this type of attack.) Reindeer hooves bestows the shaman or another touched follower of the Reindeer Mother a Movement Rate of 21 for up to one hour. It also provides secure footing on any type of ice.
Seals (2d8): AC 6; MV 3, Sw 24; HD 2; THAC0 19; #AT 1; Dmg 1d4 (bite); SZ M (4-6 feet); ML avg (9); Int animal (1); AL N; XP 35.
Walruses (2d8): AC 5; MV 3; Sw 24; HD 2+2; THAC0 19; #AT 1; Dmg 2d4 (bite); SZ L (7-9 feet long); ML avg (10); Int animal (1); AL N; XP 65.
Polar Bears (1d3): AC 6; MV 12, Sw 9; HD 8+8; THAC0 11; #AT 3; Dmg 1d10/1d10/2d6 (claw/claw/bite); SA hug; SD attacks below 0 hp; SZ H (14+ feet tall); ML avg (8-10); Int semi- (2-4); AL N; XP 1,400.
Notes: Huge: One a claw hit of 18 or better the bear also inflicts 3d6 points of hug damage. Attacks Below 0 hp: Polar bears continue to fight 1d4+1 rounds after being brought to 0 to -12 hit points, but beyond that they die instantly.
Reindeer (2d6): AC 7; MV 21; HD 4; THAC0 17; #AT 2 or 1; Dmg 1d4/1d4 or 2d8 (hoof/hoof or antlers); SZ L (4-6 feet tall at the shoulder); ML unsteady (5); Int animal (1); AL N; XP 120.
REQUIREMENTS: Strength 12, Wisdom 14
PRIME REQ.: Strength, Wisdom
ALIGNMENT: LN
WEAPONS: Short bow (and ekaa, trukaa, and flight arrows), harpoon, net, gaff, darts, garnok (and
darts), knife, dagger, iuak, ritiik, trident
ARMOR: All armor types up to and including leather or hide armor; no shield
MAJOR SPHERES: All, animal, elemental (water), summoning, protection, travelers, wards
MINOR SPHERES: Healing, plant
MAGICAL ITEMS: Same as clerics
REQ. PROFS: Fishing, weather sense, charioteering (dog sled), set snares, local history (the glaciers
above the Spine of the World mountains), ancient history (the Ice Hunter people and Ulutiu)
BONUS PROFS: Endurance, survival (arctic), tracking
The abilities and restrictions of Ice Hunter iceguardians, aside from changes noted above and later in this section, are summarized in the discussion of the shaman character class in PLAYER'S OPTION: Spells & Magic and in Faiths & Avatars.
Clever Oomio the Gray Seal Beast Power: Gray Seal iceguardians can call upon selkie form once a day for 1 turn. This allows them the appearance, movement, and attack capabilities of normal selkies. They can also change back and forth from human to selkie form as a selkie can during the duration of the selkie form.
Grandfather Walrus Beast Power: Grandfather Walrus iceguardians can call upon tusks of strength once a day for 1 turn. Tusks of strength temporarily adds 6 points to its user's Strength and causes the shaman's canine teeth to grow longer. Grandfather Walrus shamans who use this ability often quickly begin to look like the walrus spirit they hold sacred. (The presence of the tusks does not give the shaman a tusk attack, as the human frame is not made for this type of attack.)
Great White Bear Beast Power: Great White Bear iceguardians can call upon polar fury once a day for 1 turn. The recipient of this power grows claws and can claw and bear-hug attack like a polar bear (two claw attacks for 1d10/1d10; a successful attack roll of 18 or better with either claw results in additional hug damage of 3d6).
Pindalpau-pau the Reindeer Mother Beast Power: Reindeer Mother iceguardians can call upon the horns of wisdom or reindeer hooves up to once a day. Horns of wisdom has the same effect as the casting of a commune spell except that it lasts for 1 turn and causes elk antlers to grow from the skull of the shaman. Each use causes additional horn growth. Fortunately, if the shaman's horns begin to grow too long for practical support on the human skeletal frame, the shaman sheds them one winter and begins to grow new horns in the spring, though this new set is lighter in color than the original set. (The presence of the antlers does not give the shaman an antler attack, as the human frame is not made for this type of attack.) Reindeer hooves bestows the shaman or another touched follower of the Reindeer Mother a Movement Rate of 21 for up to one hour. It also provides secure footing on any type of ice.
1st Level
Magical Tether (Pr 1; Invocation/Evocation)
Sphere: Combat
Range: 5 yards/level
Components: V, S
Duration: 3 rounds + 1 round/level
Casting Time: 4
Area of Effect: One nonliving object or living being
Saving Throw: None
This spell may be cast upon any nonliving object or living being within range. Upon casting, the spell creates an unbreakable magical tether graspable only by the spellcaster that stretches from the target object or being to the caster's hand (or hands). Living targets must voluntarily submit to the effects of this spell or the incantation has no effect. By means of the ethereal tether, the priest can pull on the target of the spell as if it were attached to a long, incredibly strong rope. The magical tether can be dropped if the caster wants to drop it, but otherwise it does not fall from the caster's grip. The magical tether cannot be positioned so as to cause damage to a living being, such as to strangle it.
Typically this spell is cast upon harpoons or otherhurled weapons prior to hurling them in combat. If the weapon lodges in its target, the priest may be able to drag the target closer, and if it misses, the priest can easily retrieve it. If the weapon is not firmly imbedded, however, it is likely to break free. The most typical use of this spell upon living targets is on people who have fallen into the water and need to be pulled to safety.
Ice Walk (Pr 1; Alteration)
Sphere: Elemental (Water)
Range: Touch
Components: V, S, M
Duration: 1 turn + 1 turn/level
Casting Time: 4
Area of Effect: Special
Saving Throw: None
By means of this spell, the caster is able to empower one or more creatures to tread upon any snow or ice as if it were firm ground. This does not include free flowing water, but does include even the thinnest frozen surface or very powderly snow. The recipient's feet do not touch the surface of the ice or snow, and no trace is left by their passage. The recipient's rate of movement remains normal. For every level of the caster above 1st, she or he can affect another creature. If ice walk is cast under water or while buried in snow, this spell has no effect until the recipient gets on top of some ice or snow, although the spell duration is expended normally.
The material components for this spell are a piece of ice or some snow and the priest's holy symbol.
3rd Level
Protection From Cold (Pr 3; Invocation/Evocation)
Sphere: Protection, Elemental (Air, Water)
Range: Touch
Components: V, S, M
Duration: Special
Casting Time: 6
Area of Effect: One creature
Saving Throw: None
The effect of a protection from cold spell differs according to whether the recipient of the magic is the caster or some other creature. In either case, the spell lasts no longer than one turn per caster level.
If the spell is cast upon the caster, it confers complete immunity to freezing temperatures (immersion in icy water, icy blasts of wind, etc.); exposure to magical frosts such as freezing dragon breath; spells such as frost fingers, chill metal (reverse of heat metal), Snilloc's snowball, Snilloc's snowball swarm, ice storm, wall of ice, cone of cold, Otiluke's freezing sphere, winter wolf breath, ice toad and brown mold cold radiations, etc. The invulnerability lasts until the spell has absorbed 12 points of heat or fire damage per level of the caster, at which time the spell is negated.
If the spell is cast upon another creature, it gives invulnerability to normal freezing temperatures, gives a bonus of +4 to saving throws vs. cold attacks, and reduces damage sustained from magical cold attacks by 50%.
The material components of this spell are the priest's holy symbol and a small sliver of ice.
Spells by Level
Entries in italics are reversible.
Entries in bold are unique spells usable only by Tymorans.
Entries in gray have already appeared in the list.
Entries followed by an asterix (*) are cooperative spells.
Sphere names in gray are minor spheres of influence.
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