This is where you will find information about adventuring in Icewarren and its frigid environs.
For now, all official D&D v3.5 materials produced by Wizards of the Coast are fair game, except for Unearthed Arcana, which shall be allowed on a case-by-case basis. Options from Dragon magazine articles, also, must be approved case by case.
In particular, Frostburn: Mastering the Perils of Ice and Snow will be an essential resource.
Finally, it is possible that this will instead be a D&D 4th Edition campaign when all is said and done.
Stay tuned for the latest information.
Races & cultures:
|Races of Icewarren||Of Pubs and Clubs|
|Research||Knowledge local||Knowledge religion|
|Stabilize replaces Cure Minor Wounds on the 0-Level Cleric Spells list and the 0-Level Druid Spells list.|
|Wizard and Sorcerer HD is raised to d6|
|All class-appropriate 0-level spells are now AT WILL for Clerics, Druids, Sorcerers and Wizards; per-day limits for such cantrips and orisons no longer apply. Bards and other spellcasting classes remain unchanged.|
|Change to wizard familiar rules – Arcane Bond (Su): At 1st level, wizards forge a powerful bond with an object or creature. This bond can take one of two forms: The first is a familiar, following the standard rules for such creatures (see Familiars) and the second is a bond with an object, using it to cast spells and enchanting it with even greater powers. Objects that are the subject of an arcane bond must fall into one of the following categories: amulet, ring, staff, wand, or weapon. If the object is an amulet or ring, it must be worn to have effect, while staves, wands, and weapons must be wielded. If a wizard attempts to cast a spell without his bonded object worn or in hand, he must make a Spellcraft check or lose the spell. The DC for this check is equal to 20 + the spell’s level. A bonded object can be used once per day to cast any one spell that the wizard knows, just as if the wizard had cast it. This spell cannot be modified by metamagic feats or other abilities. The bonded object cannot be used to cast spells from the wizard’s prohibited schools. A wizard can enchant his bonded object as if he had the required feats. Any powers added to his bonded object are done so at half the normal cost. If the bonded object is a wand, it loses its enchantment when its last charge is consumed, but it is not destroyed and it retains all of its bonded object properties. If a bonded object is damaged, it is restored to full hit points the next time the wizard prepares his spells. If the subject of an arcane bond is lost or destroyed, it can be replaced after 1 week’s time in a special ritual that costs 200 gp per wizard level. This ritual takes 8 hours to complete.|
|Sneak attack: Sneak attack now works against nearly every creature you might face. While some might have specific immunity, the change was made so that rogues might be more productive in combat regardless of the adventure. Now it represents being able to find a weak spot more so than striking at vital organs. Generally speaking, only creatures that do not have a weak spot at all, either due to their homogenous nature or near-indestructible build, are immune to sneak attack. Examples might include air, earth, fire, and water elementals, most oozes, and some undead.|