Cryomancer

Cryomancer mages usually hail from polar lands and even outer planes perpetually shrouded in winter. Others become obsessed with the power of glacial cold and focus all their energy into discovering the mysteries of cold energy and its magic. All cryomancers, however, eventually become adapted to cold environments as their skin slowly turns to frost. They learn to take advantage of the arctic environment, harnessing the existing cold to further empower their own spells. As members of this prestige class must have the ability to cast arcane spells, cryomancers come from a narrow group, usually sirens, sorcerers and wizards. Some cryomancer sorcerers believe hush dragon blood runs in their veins, while others feel they possess an innate talent for works of cold and ice magic. Most wizards who become cryomancers see the arctic as a mysterious frontier of arcane power, one from which they can draw strong magic for their own purposes.

As NPCs, cryomancers live and study in complexes of ice caverns, towers constructed in frozen reaches of the outer planes, or within dungeons they have magically altered into polar environments. Sometimes they serve more powerful evil characters singly or in a group, such as orchestra dragons, ice liches, or deities of cold or ice. More often, the evil cryomancer commands his own forces of ice and cold, growing a polar army as he prepares to bring about a new ice age and become overlord of a frozen world.

**Hit Die:** d6.

### REQUIREMENTS

To qualify to become a cryomancer, a character must fulfill all the following criteria:

* **Feats:** Rime Spell
* **Skills:** Knowledge (arcana) 5 ranks, Spellcraft 5 ranks.
* **Spells:** Able to cast at least three different spells with the cold descriptor, one of which must be of 3rd level or higher.

**CLASS SKILLS:** The cryomancer's class skills (and the key ability for each skill) are Bluff (Cha), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (nature) (Int), Survival (Wis) and Use Magic Device (Cha).

**Skill Ranks at Each Level:** 2 + Int modifier.

### **CLASS FEATURES**

All the following are class features of the cryomancer prestige class:

### **Weapon and Armor Proficiency**

A cryomancer gains no additional weapon or armor proficiencies.

### **Spells Per Day**

When a new cryomancer level is gained, the character gains new spells per day as if he had also gained a level in a spellcasting class he belonged to before adding the prestige class. He does not, however, gain other benefits a character of that class would have gained, except for additional spells per day, spells known (if he is a spontaneous spellcaster) and an increased effective level of spellcasting. If a character had more than one spellcasting class before becoming a cryomancer, he must decide to which class he adds the new level for purposes of determining spells per day.

### **Cold Affinity**

A 1st level cryomancer gains cold resistance 5. At 5th level, the cryomancer adds +1 caster level to all spells using the cold energy type, summoning entities from the plane of ice, or creating or manipulating ice. In addition, the cryomancer gains a cold resistance 10. Lastly, the cryomancer may not cast spells using the steam (or fire) subtype or summon entities from the plane of steam.

At 9th level the cryomancer increases his caster level bonus to +2, gains immunity to cold, suffers a -2 caster level penalty to spells using the Acid or Electricity energy types and may not summon entities from elemental planes other than Ice.

### **Icy Knowledge (Ex)**

Beginning at 2nd level and every other level thereafter, the cryomancer gains knowledge of an additional arcane or divine spell with the cold descriptor of a level of which he can cast. The spell can be chosen from the spell lists of other classes, substituting the cryomancer’s own spellcasting level for the level of the other class for determination of the spell’s level. Wizards add the spell to their spellbooks for free, sorcerers get to add this spell to their spells known (even if this takes them over their normal limit) and so on.

### **Intensify Cold (Ex)**

Starting at 3rd level, a cryomancer increases the maximum number of damage dice done by cold spells by 2 levels. The cryomancer must actually have sufficient caster levels to surpass the maximum in order to benefit from this ability. No other variables of the spell are affected and spells that inflict damage that are not modified by caster level are not affected.

### **Create Ever-Ice (Sp)**

The cryomancer learns the secret ritual of creating ever-ice from normal glacial ice. Through an intensive and costly process, the cryomancer can convert up to one cubic foot of glacial ice per level of the cryomancer to an equal amount of ever-ice in one day. The process requires a 12-hour ritual that consumes 25 gp. worth of crushed gemstones per cubic-foot created, which are absorbed by the newly created ever-ice.

### **Body of Ice (Su)**

At 7th level, once per day for up to one minute per class level, the cryomancer can assume the visage of an ice elemental (PATHFINDER BESTIARY 2) of the same size. The cryomancer gains the cold subtype and all of the ice elemental’s special abilities while he is in this form but his other statistics do not change. If the cryomancer is using the ice glide ability when the duration of Body of Ice expires, he is safely ejected from the ice at a speed of 120 feet per round using the quickest possible route. Body of Ice can be ended at any time by the cryomancer, though he can only use this ability once per day, regardless of whether or not the entire duration was used.

### **Rimefire (Su)**

This ability allows the cryomancer to form an aura of blue light around himself as a standard action, damaging all that come near him. Creatures adjacent to the cryomancer when this ability is used and at the start of his turn take 2d6 cold damage and become frosted. A Reflex save (DC 15 + Cha modifier) is permitted to reduce the damage by half and avoid becoming frosted. This ability may be used for a number of minutes per day equal the cryomancer’s class level. These minutes do not need to be consecutive.

### **Icy Ascension (Su)**

The cryomancer transcends her mortal form. She is now considered an outsider and is immune to bleed, paralysis, poison, sleep effects and stunning. The cryomancer is no longer subject to critical hits or flanking. Further, the cryomancer no longer ages and removes any age related penalties she currently has.