Frostweaver
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The Blood and Portents Handbook
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The frostweaver knows the cold is one of his closest allies and harnesses it to achieve beautiful and terrible things.

Skills

The frostweaver adds Perception (Wis) and Survival (Wis) to his class skill list.

This alters the incanter’s class skills.

Servant of Winter

The frostweaver gains the Nature sphere as a bonus sphere at 1st level, and must choose the (water) package. If he possesses the Nature sphere already, but not the (water) package, he instead gains Expanded Geomancing and chooses the (water) package.

At 2nd level, the frostweaver gains a +1 bonus to his caster level with the Nature sphere.

At 7th level, and every 8 levels thereafter, the frostweaver gains a bonus magic talent from the Nature sphere.

This ability replaces the bonus magic talents the incanter gains at every odd level.

Incanter Specializations

This archetype is treated as though the incanter selected 3 specialization points worth of incanter specializations, losing the bonus feats gained at levels 1, 2, 6, 10, 14, 18, and 20. The incanter may still gain up to 2 specialization points worth of incanter specializations or gain bonus feats as normal in addition to the other alterations to the class made by this archetype.

This alters bonus feats and incanter specializations.

Frost Motes (Ex)

The frostweaver gains the ability to create and manipulate frost motes, manifestations of elemental frost, which he may spend to create effects or add additional effects to his sphere effects. At the start of each day, the frostweaver gains a number of frost motes equal to his casting ability modifier.

The number of frost motes the frostweaver has may go up and down during the day, but cannot go higher than his casting ability modifier (minimum 1), though feats, items, and other features may affect this maximum.

A frostweaver regains frost motes in the following ways:

  • Enemy fails a saving throw: The frostweaver regains 1 frost mote whenever an enemy fails a saving throw against a frostweaver’s sphere effect with the cold descriptor. A frostweaver can only regain 1 frost mote this way from that sphere effect, regardless of how many enemies are affected. Creatures with fewer Hit Dice than half the frostweaver’s character level do not restore frost motes.
  • Wintry Reclamation: The frostweaver may spend an immediate action to regain 1 frost mote whenever a creature within 60 feet is reduced to 0 or fewer hit points, and was either under the effects of a sphere effect with the cold descriptor, or was reduced to 0 hit points or fewer by a creature under the effects of a sphere effect with the cold descriptor. Creatures with fewer Hit Dice than half the frostweaver’s character level do not restore frost motes.
  • Commune for one hour: The frostweaver may commune with their connection to the elemental cold to regain 1 frost mote. Communing takes 1 hour and requires the frostweaver’s concentration.

Frost Mote Augmentation (Su)

The frostweaver may spend one frost mote as part of casting a sphere effect, augmenting that sphere effect. A frost mote-augmented sphere effect gains the cold descriptor.

Ice Charms (Su)

The frostweaver may use frost motes to use ice charms, unique effects created by spending or reserving frost motes. An ice charm’s DC is equal to 10 + 1/2 his frostweaver level + his casting ability modifier and has the cold descriptor.

Some ice charms are listed as spellrimes. A spellrime is a special ice charm that can be added to any frost mote-augmented sphere effect, chosen when the frostweaver uses the frost mote augmentation ability. A spellrime does not cost the frostweaver additional frost motes to use unless otherwise stated. Only one spellrime may be added to a frost mote-augmented sphere effect at a time.

The frostweaver gains access to all ice charms listed here when he levels.

Icension

At 1st level, the frostweaver may spend 1 frost mote as a standard action to create a bridge or stairs strung together from ice crystals. An ice crystal structure starts at a point adjacent to your position and can connect to a space no further away than 10 feet per frostweaver level.

The structure can be up to 10 feet wide and is sturdy enough to support 125 pounds per frostweaver level (approximately 1 Medium creature per level). Structures made with this ice charm are reliable but have strange properties as they comprise an uncountable number of ice crystals. Creatures may choose to walk through these structures as though they were not solid. Structures made with this ability do not provide cover and do not block line of sight or line of effect. Ice crystal structures shatter easily; a structure created by this ability has hit points equal to the frostweaver’s casting ability modifier and a hardness of 0. This ability lasts for 1 minute per frostweaver level.

Ice Friend

At 1st level, while the frostweaver has at least 1 frost mote, he gains a familiar, as the wizard’s arcane bond option, using his frostweaver levels as wizard levels for this purpose. The familiar appears to be made of ice and snow, and gains cold resistance equal to his frostweaver level. If the frostweaver has no frost motes, the familiar melts and disappears until the frostweaver has at least one frost mote and uses a standard action to reform the familiar. If the frostweaver’s familiar dies, the frostweaver can reform his familiar when he rests and regains spell points.

Winter’s Kiss (spellrime)

At 1st level, the frostweaver may use this spellrime when casting a sphere effect that affects one or more creatures. You may choose one affected creature to either heal a number of hit points or take additional cold damage equal to half his frostweaver level (minimum 1) plus the number of frost motes the frostweaver possesses (after augmenting the sphere effect). This healing or additional damage only affects the chosen creature once. In addition, if the frost mote-augmented sphere effect would deal damage, you may choose to have that sphere effect deal cold damage instead.

Freeze Magic

At 4th level, the frostweaver may spend one frost mote as a standard or immediate action to freeze a magical effect (e.g. a spell, sphere effect, spell-like ability, or supernatural ability) within 60 feet. The frostweaver may use this ice charm to either freeze an ongoing magical effect or a magical effect as it is cast or otherwise created (as though the frostweaver were counterspelling the effect in question).

The frostweaver must succeed at a magic skill check against the magical effect in question (for the purposes of this ice charm, the MSD of a supernatural effect is 11 + the CR of the effect’s source). If successful, the effect is frozen for a number of minutes equal to your frostweaver level, the effect’s descriptor changes to cold, and any energy damage dealt by the effect changes to cold damage instead of its original damage type. Lastly, if changing the magical effect’s type to cold would significantly alter or invalidate how it behaves, the spell’s non-damaging effects may change as well, subject to GM discretion. At 15th level, when the frostweaver freezes a magical effect, he may choose to make the change permanent.

Special: The frostweaver automatically succeeds at a magic skill check to alter a magical effect if the caster or source of the effect is willing (including the frostweaver’s own effects).

Note and Examples: This effect is open ended and ultimately how a magic effect changes after being “frozen” is subject to GM discretion but encourages player creativity. Some examples of this effect are as follows:

A destructive blast which deals fire damage and sets the target on fire could be altered to instead deal cold damage and not set the target on fire, potentially staggering them for 1 round instead.

A red dragon’s fire breath weapon (a supernatural ability) could be altered to instead deal cold damage, but not a fire elemental’s burn (an extraordinary ability).

A magical pillar of water could be altered to be a frozen block of ice or snow.

A storm of fire could be frozen into a pelting hail or snow. If the fire would ignite creatures and objects, it may leave behind snow or slippery ice instead.

Heart of Ice

At 4th level, while the frostweaver has at least one frost mote, he gains a +2 circumstance bonus on saving throws against effects with the cold descriptor and cold resistance 5. Increase the bonus on saving throws by +1 and the cold resistance by 10 at 11th level, and again every 6 levels thereafter.

Whiteout (spellrime)

At 4th level, the frostweaver may use this spellrime when casting a sphere effect that affects one or more allies. You may choose one affected creature to become protected by a flurry of snow, granting that creature 20% concealment, plus 10% at level 10 and every 5 levels thereafter. This effect lasts until the frost mote-augmented sphere effect ends, or 1 minute per frostweaver level, whichever comes first.

Crystallized Magic

At 8th level, the frostweaver may spend 1 frost mote as a full-round action to manifest one small enchanted ice crystal. The ice crystal floats adjacent to the frostweaver and cannot be sundered, targeted, or otherwise destroyed. When the frostweaver manifests an ice crystal, the frostweaver chooses one magic sphere or talent and gains it as a temporary magic sphere or talent for as long as the ice crystal is manifested. The frostweaver must meet any prerequisites (if an advanced talent). The frostweaver’s maximum number of frost motes he may possess is reduced by 1 for each ice crystal he has manifested. This reduction can reduce his maximum number of frost motes to 0. The frostweaver may spend a full-round action to dismiss the ice crystal. The frostweaver may only manifest 1 ice crystal at a time, but may manifest an additional crystal at level 13 and every 5 levels thereafter.

Icy Barrier

At 8th level, the frostweaver may spend 1 frost mote as an immediate action to form either a wall or hemisphere of ice. A wall of ice is formed within 60 feet of the frostweaver and is up to 10 feet tall by 10 feet wide, plus 5 feet for every 5 levels after 8th. A hemisphere of ice is formed centered on the frostweaver with up to a 5-foot radius, plus 5 feet for every 5 levels after 8th. Ice created by this ice charm is always one inch thick, and has 0 hardness and 3 hit points per frostweaver level. Ice created with this ability is transparent and blocks line of effect but not line of sight. Creatures inside a space where a hemisphere is formed are harmlessly shunted to the nearest safe, empty space on the outside. A wall or hemisphere created with this ice charm lasts until the beginning of the frostweaver’s next turn.

Cold Wave

At 12th level, the frostweaver may spend one frost mote as a swift action to release a wave of numbing cold. Other creatures within a 30-foot radius burst centered on the frostweaver must succeed at a Fortitude save or take a -2 penalty on saving throws against effects with the cold descriptor and gain vulnerability to cold for a number of rounds equal to half the frostweaver’s level. A creature that is already vulnerable to cold and fails its save against this ability takes 4d6 cold damage.

Note: If the frostweaver possesses the gelid arcanum blessing of winter, the radius of this ice charm does not change. Instead, the frostweaver is able to center the ice charm’s effect anywhere within medium range.

Hobbling Cold (spellrime)

At 12th level, the frostweaver may use this spellrime when casting any sphere effect that affects one or more creatures. Each affected creature must succeed at a Fortitude save or have each movement speed they possess reduced by half for a number of rounds equal to the frostweaver’s casting ability modifier. Whenever a creature already affected by this spellrime fails its saving throw against this effect again, the duration resets and each movement speed the creature possesses is halved again, to a minimum of 5 feet.

Frostwalker

At 12th level, while the frostweaver has at least 1 frost mote, the frostweaver’s footsteps freeze the air, allowing the frostweaver to stand and walk on air as if walking on solid ground. Moving upward is similar to walking up a hill and the maximum upward or downward angle possible is 45 degrees, at a rate equal to half his normal land speed.

Ice Crystal Step

At 16th level, while the frostweaver has at least 1 frost mote, the frostweaver can spend a move action to teleport from one area of ice, snow, or source of water for (water) package geomancing sphere effects (such as rain, mist, or at least 5 cubic feet of water) to another area within 60 feet as though using the Warp teleport sphere effect.

Special: If the frostweaver possesses the Blood sphere and can treat blood as water for the purposes of (water) package geomancing sphere effects, the target location must still be a valid target for a teleport effect. A pool or cloud of blood would be a valid target, as well as a space adjacent to a bleeding creature. The inside of a blooded creature would not be a valid target.

Winter’s Prison (spellrime)

At 16th level, the frostweaver may use this spellrime when casting a sphere effect that affects only one creature and has a saving throw. On a failed save, the affected creature becomes chained by freezing shackles. The creature is paralyzed for a number of rounds equal to half his frostweaver level, but may attempt a new saving throw against the original sphere effect’s DC as a full-round action each round to end this effect early. If the frost mote-augmented sphere effect would reduce the creature to 0 or fewer hit points, the frostweaver may choose to have the creature encased in permanent, unmelting ice. A creature permanently encased by this effect is unable to take any actions, and if dying, is immediately stabilized. A creature can only be freed from this ice with a miracle or wish. This additional effect only occurs once.

Servant of Eternal Winter

At 20th level, the frostweaver may spend 1 minute and 3 frost motes to summon a snow clone of another target creature or corpse with a CR less than or equal to his frostweaver level. This functions as the Time sphere Time Clone advanced talent, using his frostweaver level as his caster level. Unlike a normal time clone, a snow clone is not destroyed when it takes damage or fails a saving throw, and lasts until it is dismissed or reduced to 0 hit points. While the snow clone is summoned, the frostweaver’s maximum number of frost motes he may possess is reduced by 3. This reduction can reduce his maximum number of frost motes to 0. The frostweaver must spend 1 minute to dismiss a snow clone, and may only have one snow clone at any given time.

Blessings of Winter

At 2nd level, and every 4 levels thereafter, the frostweaver gains one blessing of winter, a powerful development of their mastery of the cold, chosen from the following. Unless otherwise stated, a blessing of winter cannot be selected more than once.

Extra Frost Motes

The frostweaver gains Extra Frost Motes as a bonus feat. The frostweaver may select this blessing of winter multiple times.

Frosted Mana (spellrime) (requires frostweaver 10)

The frostweaver may use this spellrime when casting any sphere effect that costs at least 1 spell point. The frostweaver must spend one additional frost mote, in addition to the frost mote used to cast the frost mote-augmented effect, and reduces the spell point cost of that sphere effect by 1 spell point (minimum 0).

Gelid Arcanum

The range of the frostweaver’s wintry reclamation and any ice charm with a listed range (e.g. 60 feet) increases to medium range (100 feet + 10 feet per frostweaver level). In addition, the frostweaver does not need to spend an immediate action the first time he uses wintry reclamation to regain a frost mote each round.

Glacial Mysteries

The frostweaver gains one oracle revelation from the winter mystery, using his frostweaver level as his effective oracle level and his casting ability modifier in place of Charisma when meeting its prerequisites and determining its effects. The frostweaver never qualifies for the Extra Revelation feat. At 10th level, the frostweaver may select this blessing of winter a second time. If he does, he gains a second revelation from the winter mystery.
Winter mystery published in Pathfinder Player Companion: People of the North, © 2015, Paizo Inc.

Primordial Cold (Su) (requires frostweaver 6)

The frostweaver’s magic becomes entwined with primordial frost. Half the cold damage dealt by the frostweaver’s sphere effects, spells, spelllike abilities, and supernatural abilities are not subject to being reduced by resistance or immunity to cold-based attacks and effects.

The Cold Never Bothered You Anyway (Su) (requires frostweaver 10)

The frostweaver gains the Weather sphere as a bonus sphere. In addition, the frostweaver ignores all negative effects of being in an area of Cold of severity level equal to or less than the highest Cold severity he could control using control weather and determines the effects of his mantle as though he were always in an area of Cold of severity level equal to the highest Cold severity he could control using control weather. Mantle effects for other weather conditions still function as normal. For the purposes of this blessing of winter, the highest severity the frostweaver can control includes any talents, feats, items, or other effects which allow the frostweaver to use control weather for a higher severity, such as Severe Weather.

Whispers of Frost

The frostweaver gains one shaman hex from the frost spirit, using his frostweaver level as his effective shaman level and his casting ability modifier in place of Wisdom when determining its effects. The frostweaver never qualifies for the Extra Hex feat. The frostweaver may select a different frost spirit hex each day when he regains spell points.
Frost spirit published in Pathfinder Player Companion: Heroes of Golarion, © 2019, Paizo Inc.

Frozen

At 20th level, the frostweaver masters his connection to the cold. The frostweaver’s caster level increases by 2 when casting sphere effects with the cold descriptor. The frostweaver ceases aging (though any aging effects already accrued remain in place) and becomes immune to energy drain, aging, and death effects, though he can still be killed by other means. In addition, whenever the frostweaver regains a frost mote, he instead gains two (this does not allow the frostweaver to possess more frost motes than his normal maximum).


Frostweaver Variant Options

The frostweaver archetype is thematically keyed to cold. However, presented here are rules for creating variants of the frostweaver. Players may select from variations on Table: Frostweaver Alternate Options for thematically altered options of this archetype.

A variant frostweaver gains a different Nature sphere package at 1st level and also determines the effects of the variant frostweaver’s abilities that reference the cold descriptor, cold damage, cold resistance and other similar things as well as other changes listed below and summarized in Table: Frostweaver Alternative Options.

Because the frostweaver is thematically entwined around “cold” as a concept, playing a frostweaver variant requires some creativity. Frostweaver class features otherwise still function the same. For example, the icy barrier ice charm will still form a solid wall or hemisphere with the same hit points and hardness, even if the variant’s theme is fire. Players are encouraged to find ways to flavor these abilities to match the new element, such as a fire variant’s icy barrier ice charm forming “solid fire” or a metal variant’s icension ice charm being made up of small pieces of metal is key to succeeding with a frostweaver variant.

Converting to a Variant Frostweaver:
The following changes are made when creating a variant frostweaver major changes are as follows, and are summarized below in Table: Frostweaver Alternate Options:

  • Servant of Winter: Servant of Winter grants the Nature sphere package according to the chosen variant at 1st level.
  • Spell Descriptor: Class features which refer to the cold descriptor change according to the chosen variant. This includes the frost mote class feature, frost mote augmentation, the ice charms freeze magic, heart of ice, and cold wave, and the frozen 20th level capstone.
  • Energy Damage Type: Class features which refer to cold damage, cold resistance, and vulnerability to cold change according to the chosen variant. This includes the ice charms ice friend, winter’s kiss, freeze magic, heart of ice, and cold wave as well as the primordial cold blessing of winter.
  • Ice Crystal Step: The ice crystal step ice charm allows the variant frostweaver to teleport between two sources which would be appropriate for that variant’s Nature package. GMs should treat this similarly to the Warp sphere Limited Warp drawback limited to areas appropriate for the chosen variant’s Nature package. For example, a variant air frostweaver could teleport between areas with air while a variant metal frostweaver could teleport between areas with metal, but also dirt or sand as appropriate for the recover ore sphere effect.
  • Blessings of Winter: Refer to Table: Frostweaver Alternative Options for changes to the following blessings of winter: glacial mysteries, the cold never bothered you anyways, whispers of frost. Glacial mysteries and whispers of frost grant access to a different oracle mystery or shaman spirit. The cold never bothered you anyways interacts with a different weather type.

Special: For metal and plant variant frostweavers, the following changes should be taken in addition to those above:

  • Metal and plant variant frostweavers should treat effects from their variant’s Nature package as though they had the earth descriptor for the purposes of frostweaver class features as well as thematically similar effects from other spheres, such as the Shrapnel Blast blast type as a “metal” effect or the Mantle Of Spring fey-blessing verdant step as a “plant” effect.
  • Instead of cold damage, the metal and plant variants treat slashing and bludgeoning as their respective variant’s damage type. Effects which refer to cold damage instead reference that physical damage type instead.
  • Features which refer to energy resistance (e.g. ice friend and heart of ice) instead grant damage reduction equal to half the energy resistance granted (minimum 1) which is bypassed by their variant’s damage type (DR/slashing for metal variants and DR/bludgeoning for plant variants).
  • Features which involve vulnerability to cold (e.g. cold wave) instead increase physical damage taken of that type by 50%, to a maximum of the variant frostweaver’s level. For example, a creature made “vulnerable to slashing” who takes 30 points of slashing damage would suffer up to 15 additional points of slashing damage, to a maximum of the frostweaver’s class level.
  • For the primordial cold blessing of winter, instead of cold damage, half of any slashing or bludgeoning damage dealt (by a metal or plant variant’s sphere effects, spells, spell-like abilities, and supernatural abilities respectively) bypasses any damage reduction or immunity a creature might possess.
Table: Frostweaver Alternative Options
Servant of Winter Spell Descriptor Damage Type Ice Crystal Step Glacial Mysteries The Cold Never Bothered You Anyways Whispers of Frost
Frostweaver (Cold) (Water) package Cold Cold Ice, snow, or source of water Winter mystery Cold Weather severity Frost spirit
Cloudspinner (Air) (Air) package Air Electricity Open air, fog Wind mystery Wind Weather severity Wind spirit
Stonespeaker (Earth) (Earth) package Earth Acid Dirt, stone, sand Stone mystery Aridity Weather severity Stone spirit
Flamekindler (Fire) (Fire) package Fire Fire Fire, lava, ash Flame mystery Heat Weather severity Flame spirit
Ingotshaper (Metal) (Metal) package Earth Slashing Metal, dirt, sand Metal mystery Aridity Weather severity Battle spirit
Bloomtender (Plant) (Plant) package Earth Bludgeoning Grass, trees, other plantlife Wood mystery Precipitation Weather severity Wood spirit

New Feats

The following are feats exclusive to the frostweaver.

Extra Frost Motes

Prerequisites: Frost motes class feature.

Benefit: Increase the maximum number of frost motes you may possess by 2, and increase the number of frost motes you gain at the start of the day by 2.

Special: You may take this feat multiple times. The effects stack.


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