#### Level 4 - Ice Sculpture
>2nd Level Conjuration
Casting Time: 1 Action
Range: 30 ft
Components: V, S
Duration: 10 Minutes
You conjure a magical chunk of ice into an unoccupied space that you can see within range. The ice created must be no larger than a 10-foot cube, and the ice must be of a form that you have seen before, though the form need not have been made of ice when you saw it. This spell cannot create complicated machinery with moving parts, such as a clock or firearm. When you cast the spell, you also choose whether the ice is clear and transparent or cloudy and heavily obscured.
The ice has hit points equal to 5d8 + twice your spellcasting modifier (minimum 5 hit points), and its AC is equal to 10 + your spellcasting modifier. It has immunity to cold damage, but it has vulnerability to bludgeoning, fire, and thunder damage. The ice object is destroyed when it reaches 0 hit points or the spell ends.
The ice melts after 2d4 minutes in a hot environment, and only 1 minute in an extremely hot environment.
**_At Higher Levels._** When you cast this spell using a spell slot of 3rd level or higher, the hit points of the ice increase by 2d8 for each slot level above 2nd, and the maximum size of the object increases by 5 feet for every 3 slot levels above 2nd.
#### Level 6 - Cold Snap
>3rd Level Evocation
Casting Time: 1 Action
Range: 60 ft (30 ft Cube)
Components: S
Duration: 1 Round
Damage/Effect: Frost
With a snap of your fingers you banish heat from a target. There are two possible uses for the spell, targeting either one creature that you can see within range or an targeting an area of liquid — such as water, acid, mud, snow, quicksand, or lava.
If you target a creature, it must make a Constitution Saving Throw. On a failure, the target takes 5d10 Frost damage and until the end of your next turn, its speed is reduced to 0 feet and it has disadvantage on weapon attack rolls. It also gains one level of **Exhaustion** unless it has **resistance** or **immunity** to the spell's damage. On a success, it only takes half damage and it doesn't suffer any other effects.
If you target an area, your magic affects a portion of liquid that you can see within range and fits into a 30 foot cube. The affected liquid is frozen solid for 10 minutes, provided that there are no creatures in the area. Not all liquids lose their properties when frozen. For example, frozen lava may still be extremely hot to the touch, and frozen acid may still sting or even cause damage in extreme concentrations.
**Exhaustion** caused by this spell is removed from a creature when it finishes a short or long rest in a warm environment. The spell can't raise a creature's **Exhaustion** level above five.
**At Higher Levels.** When you cast this spell using a spell slot of 4th level or higher, the damage dealt increases by 1d10 for each slot level above 3rd.
#### Level 8 - Icy Embrace
>4th level Evocation
Casting Time: 1 Action
Range: 60 ft
Components: V, S
Duration: Concentration, 1 minute
Damage/Effect: Frost
You summon ice to encase your foes. Each creature in a 20ft radius sphere centered on a point you choose must make a Strength Saving Throw. On a failure, creatures take 1d6 Frost damage and are stunned for the duration. On success creatures are not stunned and take half damage. At the end of each of its turns, the affected creature makes another strength saving throw. On a success, the spell ends. On a failure, the creature remains stunned and takes 1d6 Frost damage.
Normally, stunned creatures automatically fail strength saving throws. However, when a creature makes a Strength Saving Throw at the end of their turn to end the effect of this spell, they do not automatically fail the save and may roll as they normally would.
The ice clings onto creatures so tightly, the ice goes beneath the skin. Teleporting does not free a creature from the ice; the ice will go with them if they teleport.
**At Higher Levels.** When you cast this spell using a spell slot of 5th level or higher, you deal an additional Frost cold damage for each spell level above 4th level.
#### Level 18 - Deep Freeze
>9th Level Evocation
**Casting Time:** 1 Action
**Range/Area:** 60 ft.
**Components:** Verbal, Somatic
**Duration:** Concentration, Up to 1 Minute
**Damage/Effect:** Frost, Paralyzed
You freeze the liquid inside one creature that you can see within range. The target is paralyzed until the spell ends, and it must make a Constitution Saving Throw. On a failed save, the target takes 7d10 + 30 Frost damage, or half as much damage on a success. Water elementals make this Saving Throw with disadvantage and are never **immune** to this paralysis. The target makes another Constitution Saving Throw at the end of each of its turns, ending the spell on a success.
Constructs, undead, and creatures that are **immune** to Frost damage are **immune** to this spell. A creature killed by this spell is transformed completely into ice.
## Elemental Epiphanies
*Epiphanies* are abilities unique to the *Apostle*. As your Apostle Level increases, your understanding of your chosen Element becomes stronger. At Level 2, you gain the *Insert Epiphany 1 Here* Epiphany from the *Epiphanies* below, and additional *Epiphanies* every other level (4th, 6th, 8th, etc.). The *Epiphanies* are detailed below.
>*DM's Note: In general, lower level Epiphanies should be fairly tame. When creating Epiphanies 1-4, I recommend creating abilities that get stronger or gain additional effects at later levels, such as dealing an additional damage dice at Levels 4, 8, 12, 16, and 20; or granting additional uses of an ability at Levels 5, 10, 15, and 20. For Epiphanies 6 and 7, they should generally only slightly improve as the player levels up. For Epiphany 10, go crazy. Characters must be Level 20 to unlock this ability, so make it something worthy of being a capstone ability. Beneath the listing of Epiphany 10 below are several miscellaneous examples of Epiphanies to give you an idea of the power level for each one.*
### Cryokinesis - Level 2
You gain the ability to create and control ice. As a Bonus Action, you can create up to a 3 ft cube of ice out of Aether. You may use this to create any simple, solid object you can imagine.
### Icy Tomb - Level 4
As an Action, you can attempt to encase a number of creatures equal to your Proficiency Bonus in ice. Targets must make a Constitution Saving Throw against your Spell Save DC. On a failed save, targets are frozen solid and gain the **Petrified** condition for one minute. At the end of each of their turns, targets may re-attempt the Saving Throw against this ability. On a successful save, targets are unaffected. You may use this ability once per Long Rest. At Level 10, you may use this ability twice per Long Rest. At Level 16, you may use this ability thrice per Long Rest. When you become a *Harbinger* or *Seraph,* you may use this ability at will.
### Slip and Slide - Level 6
### Epiphany 4 - Level 8
### Empowerment of Ice (Energy Specialist) - Level 10
### Permafrost - Level 12
### Polar Vortex - Level 14
Temp around you drops, enemies have disadv. on CON Saves. Manifest a vortex of Frost that pulls enemies inward. 30ft range, STR save. Fail = 2d8 Frost + Pull. Save = 1/2 damage
### Boreal Boon (Feats + Boon) - Level 16
##### Cold Caster
You gain the following benefits.
**_Ability Score Increase._** Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
**_Cantrip._** You learn the Ray of Frost cantrip. If you already know it, you learn a different Wizard cantrip of your choice. The spell’s spellcasting ability is the ability increased by this feat.
**_Frostbite._** Once per turn when you hit a creature with an attack roll and deal Frost damage, you can temporarily negate the creature’s defenses. The creature subtracts 1d4 from the next Saving Throw it makes before the end of your next turn.
### Silence and Squall - Level 20
Turn 1 - Freeze effect. CON save. 15ft. Save or suck.
Turn 2 - Shatter. 20d10 Frost. CON save. Fail = shattered + damage. Save = 1/2 Damage only
### Divine Providence: Stasis Field
Action: 1 Action
Range: 120 feet
Area: 40-foot-radius sphere
Saving Throw: Constitution (creatures), none (objects)
Duration: 1 minute (see below)
The god speaks a single, impossible command. The air ceases movement.
- Creatures of the god’s choice in the area must make a Constitution saving throw.
- Failure: The creature is Petrified in ice, not stone.
- Success: The creature is Restrained and its speed becomes 0 until the end of its next turn.
While Petrified in this way:
- The creature is unaware of its surroundings.
- It takes 4d10 cold damage at the start of each of its turns.
- Fire damage dealt to the ice does not thaw it; only divine intervention, wish, or the god’s will ends the effect early.
At the end of each of its turns, a Petrified creature may repeat the save, ending the effect on a success.
### Environmental Effect
For the duration:
- Nonmagical flames are extinguished instantly.
- Liquids freeze solid in mid-motion.
- Sound is muffled, as if the world is holding its breath.
- Flying creatures immediately descend safely to the ground, encased or restrained as appropriate.
When the effect ends, ice does not melt. It fractures, collapses, or remains as sculpted ruin depending on the god’s mood.
# Wielders
## Previous Wielders
### Harthon, Fourth Apostle of Frost
- Giff
- She/Her
## Current Wielder
[[Bresari Xeadas, Third Apostle of Frost]]