Ice Bolt (Sp): As a standard action, you can unleash a razor-sharp bolt of ice, targeting any foe within 30 feet as a Ranged attack. This bolt of ice deals 1d4 piercing damage and 1d4 cold damage + 1 point of cold damage for every two cleric levels you possess. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Body of Ice (Su): At 8th level, you can transmute your body and equipment to ice for a period of time. It takes a standard action to take on the form of ice, and you can end the transmutation with a free action on your turn. When you take on the form of ice, you are immune to cold and have DR 5/—, but you take twice the normal amount of damage from fire. You can take on the form of ice for a number of rounds per day equal to your cleric level. The rounds need not be consecutive.
| 1. Frostbite |
Target takes cold damage and is fatigued.. |
| 2. Frigid Touch |
Target takes cold damage and is staggered. |
| 3. Sleet Storm |
Hampers vision and movement. |
| 4. Ice Storm |
Hail deals 5d6 damage in cylinder 40ft. across. |
| 5. Icy Prison |
Thick ice holds and damages the target. |
| 6. Cold of Cold |
1d6 cold damage per level. |
| 7. Ice Body |
1d6 cold damage per level. |
| 8. Polar Ray |
Ranged touch attack deals 1d6/level cold damage and 1d4 points of Dexterity drain. |
| 9. Polar Midnight |
Cold darkness paralyzes and deals damage. |