Vanquil's Iceball
(Conjuration or Evocation)

Range:  100 yards + 10 yards per level
Components:  V, S
Duration:  Instantaneous
Casting Time:  4
Area of Effect:  20-foot radius sphere
Saving Throw:  1/2

There are actually 2 different iceball spells: an evocation version and a conjuration version. Both versions do 1d6 HP of damage per level, up to 10d6 of damage, with a saving throw for half damage. The area of effect is a sphere with a 20-foot radius. The spells differ as follows:
Evocation: the spell drains thermal energy from the affected area, producing intense cold. There is no pressure caused by the iceball, so unlike a fireball, the chilled area conforms to the surroundings (like Snilloc's snowball swarm). Therefore, it can be used in confined areas without the danger of a backfire. The evocation iceball will freeze all exposed liquids and, if cast underwater, will create a 40-foot diameter ball of ice (creatures inside the area may save versus paralysation to avoid entrapment). The ball of ice will immediately float to the surface. Creatures immune to cold take no damage from this version.
Conjuration: this version draws forth ice and cold from the para-elemental plane of ice, causing a destructive blast of ice. The conjured iceball will not conform to its surroundings, and will expand to its full area of effect, just like a fireball. Underwater, this version does only 1d4 points of damage per level, and does not create any large pieces of ice. Fragile objects (vials, mirrors, etc.) must save versus crushing blow to survive the ice barrage. Creatures immune to cold will still take 1d2 HP of physical damage per level (unless immune to normal missiles). Because this version accesses an elemental plane, it will not function while spelljamming in the Flow or in other situations where access to the elemental planes is cut off.

