Casting Time 1 standard action
Components V, S, M (fur or feather from a creature native to a cold region)
Duration 1 minute/level
Saving Throw Fortitude partial; Spell Resistance yes
An algid aura covers the caster in a field of freezing air so cold it causes humidity in the air to form tiny snowflakes as he passes. The caster gains the [cold] descriptor for the Duration of the spell, making him immune to damage from attacks with the [cold] descriptor and causing him to take double damage from fire damage. The caster is also immune to the effects of mundane cold. If placed in water, a thin sheet of ice forms around the caster each round, but not enough to buoy or immobilize him.
Additionally, any creature striking the caster with a melee attack must make a Fortitude save or be temporarily flash frozen. Those that fail the save are frozen in place for 1 round. Such targets can breath and are aware of their surroundings, but cannot take any physical actions (including speech). Creatures with wings cannot flap them, and fall.
The Genius Guide To: Ice Magic
Adventurer’s Handbook: Genius Guide Volume 1. Copyright 2010, Super Genius Games. Authors: Owen K.C. Stephens and Stan!