Level: Wizard 6
Components: V, S, F
Casting Time: 1
Range: 50 ft. + 10 ft./level
Effect: Ray
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
A brilliant blue-white ray of bitter cold springs from the caster's hand toward a single creature.
The caster must make a ranged touch attack to strike the target. On a successful hit, the ray deals 1d6 points of cold damage per caster level, to a maximum of 15d6.
Creatures immune to cold suffer no damage. Creatures possessing resistance to cold apply that resistance normally.
The ray freezes moisture along its path, leaving a brief trail of frost and ice crystals in the air.
Notes
- A powerful spell used by cryomancers and certain druid circles that deal in the northern circles, Polar Ray is a damaging cold-based spell that is capable of encasing targets when reducing the 0 HP, allowing the possibility to take prisoners, provided the mage has an ability to heal the targets once the encasing ice melts.
- The passing beam is said to be able to douse torches, snuff candles, and crack lantern glass as it whistles by to strike its target.
- Sometimes known as Melf's Polar Ray and is possibly one of the secret spells that the gray elf developed. He is currently in a naming rights dispute with Rabni the Elder thus the use of the spells 'generic spell' over any attribution.

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