Ice Knife(Spell Compendium, p. 119)
Conjuration (Creation) [Cold]
Level: Assassin 2, Sorcerer 2, Wizard 2, Wu Jen 2, Warmage 2,
Components: S, M,
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Effect: One icy missile
Saving Throw: Fortitude partial or Re?ex half; see text
Spell Resistance: Yes
You shake your hand as if to free it from some substance you disdain. As you do, a magical shard of ice blasts from your hand and speeds to its target, the sound of cracking ice following in its wake.
You must succeed on a normal ranged attack to hit (with a +2 bonus on the attack roll for every two caster levels). If it hits, an ice knife deals 2d8 points of cold damage and 2 points of Dexterity damage (a successful Fortitude save negates the Dexterity damage). Creatures that have immunity to cold also take no Dexterity damage automatically. A knife that misses creates a shower of ice crystals in a 10-foot-radius burst (see Missing with a Thrown Weapon, PH 158, to determine where the shard hits). The icy burst deals 1d8 points of cold damage to all creatures within the area (Reflex half).
Material Component: A drop of water or piece of ice.