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Ice Knife

(Tome and Blood: A Guidebook to Wizards and Sorcerers)

Conjuration (Creation) [Cold]
Level: Sorcerer 2, Wizard 2,
Components: V, S, M,
Casting Time: 1 action
Range: Long (400 ft. + 40 ft./level)
Effect: One icy missile
Duration: Instantaneous
Saving Throw: See text
Spell Resistance: Yes

A magical shard of ice springs from your hand and speeds to its target.
You must succeed at a normal ranged attack to hit.
For every two caster levels, you gain a +2 modifier on the ranged attack roll.
The shard deals 1d8 points of piercing damage, plus 1d8 points of cold damage and 2 points of cold Dexterity damage.
Creatures that are immune to cold damage take no Dexterity damage.
A successful Fortitude save reduces the cold damage by half and negates the Dexterity damage.
A miss creates a shower of ice crystals in a 10-footradius burst centered where the shard lands (see the rules for grenadelike weapons on page 138 of the Player's Handbook),
The icy burst deals 1d8 points of splash damage.
A creature within the burst area can make a Reflex save to take only half damage.
Material Component: A drop of water or piece of ice.

Also appears in

  1. Spell Compendium
  2. Complete Arcane
  3. Oriental Adventures