Casting Time 1 standard action
Components V, S, M (a small crystal or glass arrow)
Range close (25 ft. + 5 ft./2 levels)
Target up to four creatures, no two of which can be more than 15 ft. apart
Duration instantaneous; 1 round/level (see text)
Saving Throw none; Spell Resistance yes
An arrow of pure ice launches from your fingertip.
Upon a successful ranged touch attack the arrow erupts, enveloping the target in a blast that deals 5d6 hp cold damage.
Furthermore, creatures up to Large size that are struck by the arrow are encased in a block of ice for 1 round/level. Each round, the subject may use a full-round action to attempt a Strength check against the spell’s DC to break free of the ice. Encased creatures cannot take any actions other than breaking free, and the encasing ice provides DR 10/�. Any melee attack or spell that damages the creature shatters the ice block, freeing it.
For every five caster levels beyond 5th, you gain an additional ice arrow (two at 10th level, three at 15th level, and the maximum of four at 20th). You may target the same creature with more than one arrow, but once a creature is successfully struck and encased in ice, any additional arrows targeting it are wasted.
Deep Magic. � 2014 Open Design LLC. Authors: Wolfgang Baur, Tom Benton, Creighton Broadhurst, Jason Bulmahn, Ross Byers, Charles Lee Carrier, Tim Connors, Adam Daigle, Jonathan Drain, Mike Franke, Ed Greenwood, Frank Gori, Jim Groves, Amanda Hamon Kunz, Sam Harris, Brandon Hodge, Phillip Larwood, Jeff Lee, John Ling, Jr., Chris Lozaga, Ben McFarland, Nicholas Milasich, Carlos Ovalle, Richard Pett, Marc Radle, Stephen Radney-MacFarland, Wade Rockett, Stephen Rowe, Adam Roy, Amber E. Scott, Neil Spicer, Owen K.C. Stephens, Joshua Stevens, Christina Stiles, Matt Stinson, Stefen Styrsky, Dan Voyce, and Mike Welham.