Ulutiu Ulutiu (Slumbering)

(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

Specialty Priests (Ice Hunter Beast Cult Shamans)

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.

Specialty Priests (Iceguardians)

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.

Ulutian Spells

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.

LevelSpells (27)Sphere
1BlessAll
Combine*
Detect Evil
Orison
Purify Food & Drink
Animal FriendshipAnimal
Beastmask
Calm Animals
Invisibility to Animals
Locate Animals or Plants
Revitalize Animal
Create WaterElemental Water
Cure Light WoundsHealing
Allergy FieldPlant
Entangle
Locate Animals or Plants
Log of Everburning
Pass Without Trace
Puffball
Recover Trail
Shillelagh
Endure ColdProtection
Protection from Evil
Ring of Hands*
Sanctuary
Call Upon FaithSummoning
Know DirectionTravelers
Anti-Vermin BarrierWards
Weighty Chest
LevelSpells (27)Sphere
2Sanctify*All
Animal EyesAnimal
Animal Spy
Beastspite
Charm Person or Mammal
Gift of Speech
Locate Animal Follower
Messenger
Snake Charm
Speak With Animals
Watery FistElemental Water
Cure Moderate WoundsHealing
Fortifying Stew
Slow Poison
BarkskinPlant
Goodberry
Trip
Warp Wood
BarkskinProtection
Resist Acid and Corrosion
Resist Fire
Withdraw
Draw Upon Holy MightSummoning
Aura of ComfortTravelers
Lighten Load
Ethereal BarrierWards
Frisky Chest
Zone of Truth
LevelSpells (33)Sphere
3Animal TrickAnimal
Call Follower
Control Animal
Hold Animals
Summon Insects
Water BreathingElemental Water
Water Walk
Hold PoisonHealing
Repair Injury
ChatterbarkPlant
Pass Without Trace, 10' Radius
Plant Growth
Shape Wood
Slow Rot
Snare
Spike Growth
Tree
Dispel MagicProtection
Line of Protection*
Magical Vestment
Negative Plane Protection
Protection From Fire
Remove Curse
Remove Paralysis
Summon Animal SpiritSummoning
Create CampsiteTravelers
Helping Hand
Know Customs
Efficacious Monster WardWards
Invisibility Purge
Squeaking Floors
Thief's Lament
Zone of Sweet Air
LevelSpells (19)Sphere
4DweomerflowAll
Focus*
Uplift*
Animal Summoning IAnimal
Call Woodland Beings
Detect Animal Attacker
Giant Insect
Hunger
Repel Insects
Lower WaterElemental Water
Protection From Evil, 10' RadiusProtection
Protection From Lightning
Repel Insects
Spell Immunity
AbjureSummoning
Animal Summoning I
Blaenther's Bowls
Call Woodland Beings
Circle of PrivacyTravelers
Tree Steed
Fire PurgeWards
Weather Stasis
LevelSpells (23)Sphere
5AbeyanceAll
Atonement
Eternal Flame
Focal Stone
Animal Summoning IIAnimal
Commune With Nature
Insect Plague
Elemental ForbiddanceElemental Water
Nature's Charm
Produce Ice
Transmute Rock to Mud
Anti-Plant ShellProtection
Dispel Evil
Impregnable Mind
Animal Summoning IISummoning
Dimensional Translocation
Dispel Evil
Clear PathTravelers
Easy March
Barrier of RetentionWards
Elemental Forbiddance
Grounding
Shrieking Walls
LevelSpells (19)Sphere
6Higher ConsecrationAll
Holy Might
Holy Vesting
Animal Summoning IIIAnimal
Anti-Animal Shell
Call Phoenix
Part WaterElemental Water
Transmute Water to Dust
Anti-Animal ShellProtection
Aerial ServantSummoning
Animal Summoning III
Animate Object
Conjure Animals
Wall of Thorns
Weather Summoning
Word of Recall
Monster MountTravelers
Undead WardWards
Crushing Walls
Dragonbane
Land of Stability
LevelSpells (16)Sphere
7AwakeningAll
Permanency Prayer
Ritual of Transference*
Creeping DoomAnimal
Reincarnate
Conjure Water ElementalElemental Water
Tsunami
Antimineral ShellProtection
Impervious Sanctity of Mind
Conjure Earth ElementalSummoning
Creeping Doom
Exaction
Gate
Spirit of Power*
Succor
Hovering RoadTravelers
Tentacle WallsWards
LevelWizard Spells (7)School
2Ice KnifeElemental Water
4Chill Shield
Ice Storm
Wall of Ice
5Cone of Cold
6Otiluke's Freezing Sphere
9Elemental Aura