Ice Knife
Ice Knife is a D&D 3.5 spell (Conjuration (Creation)) from Sc. On class lists for Assassin (Level 2), Sorcerer (Level 2), Wizard (Level 2), and others. Range or area: Long (400 ft. + 40 ft./level); Saving throw: Fortitude partial or Reflex half (see text); Duration: Instantaneous; Casting time: 1 standard action.
- School
- Conjuration (Creation)
- Casting Time
- 1 standard action
- Components
- S, M
- Range
- Long (400 ft. + 40 ft./level)
- Effect
- One icy missile
- Duration
- Instantaneous
- Saving Throw
- Fortitude partial or Reflex half (see text)
- Spell Resistance
- Yes
You shake your hand as if to free it from some substance you disdain. As you do, a magical shard of ice blasts from your hand and speeds to its target, the sound of cracking ice following in its wake.
You must succeed on a normal ranged attack to hit (with a +2 bonus on the attack roll for every two caster levels). If it hits, an ice knife deals 2d8 points of cold damage and 2 points of Dexterity damage (a successful Fortitude save negates the Dexterity damage). Creatures that have immunity to cold also take no Dexterity damage automatically.A knife that misses creates a shower of ice crystals in a 10-foot-radius burst (see Missing with a Thrown Weapon, PH 158, to determine where the shard hits). The icy burst deals 1d8 points of cold damage to all creatures within the area (Reflex half).
Material Component: A drop of water or piece of ice.