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We can do similar stuff with the Grandmaster rod but that kind of spell with no randomness can't be empower/maximize(normally).
From the 36dc his caster level is 21 but do 31 ice damages.. i guess he have really good equipment that boost cold damage?
https://steamcommunity.com/sharedfiles/filedetails/?id=1889631508
2nd- Your fortitude saves can prevent it so increase this. (many items and spells).
3rd. There are spells to free you from this and also prevent it from happening.
Dispel magic, freedom of movement, etc.
Finally this last one is big assumption but..
The enemy should have a limited number of this spell and not infinite because well we do so I would assume they should as well.
The problem as OP noted is the massive DC. If you had to you could probably find a workaround but this whole area of the game is an unpolished mess.
We should do a kickstarter to hire whoever did Old Sycamore/Troll Fortress to redesign lower Depths and Boggart Cave.
Obvious solution is to prevent Captor from casting but that doesn’t address DC disparity + the way Icy Prison works.
It doesn't matter if you make the save or not. Making the save makes them entangled while missing it makes them held. Either way you take 31 cold damage every round for 20 minutes until you make a dc 36 strength check. There is supposed to be an option for others to break the ice, but that is missing in the game.
Dispel magic seems to be the only option, but I am unfortunately out of them, Plus it would be hard to dispel that high level of spell anyway. If dispel magic is truely the only way to stop it that seems pretty broken to me. What other spell can do that kind of damage no matter if the target makes the save or not with no way to end it but an impossible stat check or hoping your dispel magic works. Who has a +16 str bonus?
You trap the target in solid ice 1 inch thick per caster level. If the creature fails its save, it is helpless, but can still breathe (the ice blocks line of effect to the target). If the target makes its save, it gains the entangled condition but can otherwise act normally. Whether or not the target saves, it takes 1 point of cold damage per caster level each round it is helpless or entangled in the ice. The ice has hardness 0 and 3 hit points per inch of thickness; if broken, the creature is freed. A creature can break the ice as a full-round action with a successful Strength check (DC 15 + your caster level).
Haplo usually has a higher one than that, but no one else does or should need to.
Just cast resist energy? Pretty sure that negates like 30 points of dmg. Take 1 DMG per round for 20 minutes will still probably kill you, so cast resist energy and protection from energy once per ten minutes and problem solved.
Strangely True Sight works on the captor's concealment but not the captives.