Winter Warlocks are a rare variety of arcanist that
inhabit the high, lonely places of the world. There they conduct their wintery
research in near total isolation, rarely tolerating trespassers. Although not a
formal College of Wizardry, Winter Warlocks nevertheless occasionally take on
apprentices to which they pass on their icy secrets. In turn, these apprentices
wander the wider world, occasionally as adventurers, until they are ready to
settle into their own snowy tower of solitude. Sages speak of Spring, Summer
and Fall Warlocks as well, though even less is known of them, including whether
they actually exist …
The following is an additional college for my wizard
class.
College
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Weapons
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Special Abilities
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Proficiency List
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Winter
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club, dagger, dart, staff
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1st level: Elementalism (water), 2nd level: resistant to cold, 4th level: scry (using water, snow or ice), once
per day; each use takes 10 minutes, 10th level: control weather (creating cold or snowy conditions only; where
cold or snowy conditions already exist, severe winds may be created), once
per month; each use takes 1 round, 14th level: The character’s resistant to cold saving throw bonus
and damage reduction increase to +4 and -2 respectively. Additionally, if the
character makes a successful saving throw against a cold attack that normally
deals half damage on a successful save, the character instead takes no
damage.
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Beast Friendship, Black Lore, Intimidation, Passing
Without Trace
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New Powers
Resistant to Cold
Minor cold (such as exposure to winter weather in
inadequate clothing) is ignored by the character. Against more significant cold
(such as the breath of a White Dragon), the character gains a bonus of +2 on
saving throws, and all damage from such attacks is reduced by -1 point per die
of damage rolled. Any cold attacks will still inflict at least 1 point of
damage per die rolled, however.
New Spells
Frost Burst
Water
Arcane
2
Range:
120'
Duration:
instantaneous
Frost bursts in a 20' diameter sphere. Every creature in
the area takes 1d6 points of damage per two caster levels, to a maximum of 5d6
points of damage. A successful saving throw versus Blast reduces the damage to
half.
Ice Storm
Water
Arcane
4
Range:
240'
Duration:
instantaneous
Great magical hailstones pound down in a column 40' high
and 20' in diameter, dealing 3d10 points of damage to every creature in the
area.