Minor Cold (1709)

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Minor Cold (1709)
Mnemonic [MINORCOLD]
Duration Immediate
Attack Magic - Damage  
Subtype Bolt 
Target(s) Single 
Damage Type Hitpoint 
Critical Type Impact or Cold 
Arcane Spells
Arcane Blast (1700) Attack
Arcane Decoy (1701) Defensive
Unannounced (1702)
Unannounced (1703)
Stun Cloud (1704) Attack
Martial Prowess (1705) Defensive
Flaming Aura (1706) Attack
Minor Steam (1707) Attack
Mystic Impedance (1708) Attack
Minor Cold (1709) Attack
Major Acid (1710) Attack
Mystic Focus (1711) Offensive
Spirit Guard (1712) Defensive
Death Cloud (1713) Attack
Quake (1714) Attack
Firestorm (1715) Attack
Neutralize Curse (1716) Utility
Unannounced (1717)
V'tull's Fury (1718) Attack
Unannounced (1719)
Arcane Barrier (1720) Defensive
Unannounced (1725)
Fash'lo'nae's Gift (1750) Utility

Minor Cold will send a chunk of ice from the palm of the caster or tip of a wand to slam into an opponent with powerful force. In addition to the initial concussive damage, either impact or cold critical injuries may also occur with a successful attack.

The Attack Strength for this spell is primarily a function of the caster's Spell Aiming skill and Dexterity bonus, although other spells, such as Elemental Focus (513) and Elemental Targeting (425), can add significantly to its effectiveness. Successful attacks will cause the target to sustain hitpoint damage and possibly impact or cold critical injuries.

This spell is native to the Wizard Base Spell Circle and may be cast by wizards with at least 10 ranks of Elemental Lore, Water. When a target is rooted by Cold Snap (512), Water Lore training will allow Minor Water (903) to be cast a number of times (depending on Lore ranks), and the casts of Minor Water will convert to Minor Cold.

Minor Cold can commonly be found in slender blue wands available through the treasure system.

Lore Benefit

Training in Elemental Lore, Water increases the spell's damage factor (DF).

Water Lore Ranks
DF Increase
1 to 50
0.001 per rank
51 to 100
0.001 per two ranks
101 to 200
0.001 per four ranks

The total DF increase with 200 ranks EL, Water is 0.100.

Cone of Elements (518) can cast a multi-fire version of this spell with 20 ranks of Water Lore and all damage factor increases will carry over to the other spell.

Bolt Spell Table

Spell AG Cloth Leather Scale Chain Plate
AsG 1 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
Minor Cold DF .667 .460 .385 .375 .355
AvD 45 40 39 38 37 35 33 31 29 40 36 32 28 30 24 18 12

Channel Damage

CHANNELing a bolt spell imposes a 3 second hard roundtime in exchange for a higher chance of hitting a vital area and subjects the attack to less critical randomization. The critical randomization floor is raised by 1-2 ranks (depending on the actual critical) and the chance to hit every location is the same at 7.7%.

When a bolt is CAST/EVOKEd without CHANNELing, it has a little over 16% chance to hit the eyes, head, or neck. A CHANNELed bolt has over a 30% chance. Most of those locations will also result in a critical kill for ranks as low as 5 or 6, while it will take 7+ against the chest, abdomen, or back. If it is determined to be a rank 9 critical wound, critical randomization can lower that all the way down to a rank 5 (typically non-lethal against vital spots). If the same bolt is CHANNELed for the same rank 9 critical wound, crit randomization will not lower it less than a rank 7 (typically lethal against vital spots).

The roundtime imposed by channeling cannot be reduced by haste effects. This applies when the spell is converted from Minor Water.


>wave wand at troll
You wave your blue wand at a hill troll.
  1d100: 26 + Modifiers: 197 == 223

You hurl a chunk of ice at a hill troll!
  AS: +309 vs DS: +132 with AvD: +35 + d100 roll: +8 = +220
   ... and hit for 81 points of damage!
   Massive blow to temple drops the hill troll in her tracks!
The hill troll falls to the ground and dies.
The deep blue glow leaves a hill troll.
Cast Roundtime 3 Seconds.

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