Ice Knife

Spell Compendium (Sc)Updated Supplementals (3.5)

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.