Sorcery and the Magic Pukl Ip: How to Incorporate it into Your Practice

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Magic Pull Up is a term used in the fitness world to describe the ability to perform a pull-up with seemingly little effort. It refers to effortlessly pulling oneself up on a pull-up bar, as if defying gravity. This impressive feat requires a combination of strength, technique, and practice. To accomplish a magic pull-up, one must primarily develop upper body strength, particularly in the back, shoulders, and arms. Pull-ups target the latissimus dorsi (commonly known as lats), which play a significant role in pulling movements. Strengthening these muscles through exercises such as rows, lat pull-downs, and assisted pull-ups can help build the necessary strength to perform a magic pull-up.


Most people are biased to one school or another, or pve or pvp, its just the way it is. There are very few people who can propose spell ideas while still considering all these other factors.

I supposed HoarFrost would be useful, however I don t know if I like the fact that it is limited to just Tower and Snow Shields and only gives Ice a blade, but idk it too could be useful. As I undestand Metamagic, the spell needs to be a Cold when you prepare it, but you only transforms the spell when you cast it; before is the normal spell and no legal target for Rime.

Pitch black ice spell applier

Strengthening these muscles through exercises such as rows, lat pull-downs, and assisted pull-ups can help build the necessary strength to perform a magic pull-up. In addition to strength training, correct technique is crucial for executing a magic pull-up. Proper form involves activating the core muscles to stabilize the body, using a controlled motion to pull the body upward, and fully extending the arms at the bottom of the movement.

Ice Damage Spells

What are the best cold damage sorcerer/wizard spells for each spell level?

Control spells are ok, but I'm looking more for damage.

Thanks for the help

Are you making a cold specialist? Are you going Sorcerer or Wizard?

blackbloodtroll wrote:
Are you making a cold specialist? Are you going Sorcerer or Wizard?

Yes, cold specialist; evocation admixture "19"/ sorcerer crossblooded (white dragon- orc)"1", begining at level 8. But a bit lost with the spells.

While it is a bit of an unfulfilling answer, I'd say shocking grasp and fireball, turned into cold spells is some of the best choices.

You might need the feat that changes the subtype of the spell to a different element to get the most out of this build. Until you can get Cold Ice Strike which is a 6th level spell or cone of cold, which is a 5th level spell there is not much out there.

Ice Storm is pretty good.

3.5 spells from the Spell Compendium, like Ice Dagger (1st), Ice Knife (2nd) and Ice Lance (3rd) might help buff up the short spell list.

Frostburn includes more 3.5 options like Lesser Shivering Touch, Ice Darts, Zone of Glacial Cold, Numbing Sphere, Heat Leech, Blood Snow, Shivering Touch, etc.

For a non-Paizo Pathfinder selection, the Genius Guide to Ice Magic includes spells like Biting Wind and Arctic Air.

Almost any elemental damaging spell could have been researched as a cold/ice spell, by some NPC who was *not* an Admixture wizard, and the GM could allow a PC to find or purchase (or reseach themselves!) a cold / ice version of burning hands (freezing fingers) or acid arrow (ice javelin) or scorching ray (arctic gusts).

Thanks for the answers. I searched a bit and find few spells. Will take a look at that book from SGG, we use their material pretty often.

Alaryth wrote: blackbloodtroll wrote:
Are you making a cold specialist? Are you going Sorcerer or Wizard?

Yes, cold specialist; evocation admixture "19"/ sorcerer crossblooded (white dragon- orc)"1", begining at level 8. But a bit lost with the spells.

So long as you keep in mind that as an Admixture Evoker you can spontaneously change any energy type to another energy type, so fire or lightning spells can be cold spells instead 5-8 times a day. The best spells for admixture to me would be Burning Hands (1st), Burning Arc (2nd), Flaming Sphere (2nd), Fireball (3rd), Ball Lightning (4th), Fire Snake (5th), Chain Lightning (6th) and Stormbolts (8th). Cold actually gets screwed pretty hard as far as damaging spells go - of course, I'd also have a chat with your GM to see if he'd let you 'research' cold versions of the above existing spells.

Here's a question for everyone - can you prepare a Rimed Fireball? Rime Spell states:

Benefit: The frost of your cold spell clings to the target, impeding it for a short time. A rime spell causes creatures that takes cold damage from the spell to become entangled for a number of rounds equal to the original level of the spell.

This feat only affects spells with the cold descriptor.

Since the application of Admixture is spontaneous, is there any way to 'prepare' a Fireball spell with a cold descriptor and the Rime Spell feat?

Mercurial wrote:

Since the application of Admixture is spontaneous, is there any way to 'prepare' a Fireball spell with a cold descriptor and the Rime Spell feat?

As I read it, yes you can prepare fireballs with Rime Spells.

Rime Spell like other metamagic feats only affect certain types of spells. But the wording doesn't make it illegal use them on spells where they don't have any effect.

As such when you prepare your rimed fireball, you get the drawback of higher level. At the time you cast it, whether or not you get the benefit, depends on whether you admixture it or not.

Have to take a good look at feats, didn't remember that one, is perfect for the idea. but I don't think it works.
As I undestand Metamagic, the spell needs to be a Cold when you prepare it, but you only transforms the spell when you cast it; before is the normal spell and no legal target for Rime.
But I will be happy to be wrong.

cartmanbeck RPG Superstar 2014 Top 16 May 23, 2012, 06:48 am
Mercurial wrote: Alaryth wrote: blackbloodtroll wrote:
Are you making a cold specialist? Are you going Sorcerer or Wizard?

Yes, cold specialist; evocation admixture "19"/ sorcerer crossblooded (white dragon- orc)"1", begining at level 8. But a bit lost with the spells.

So long as you keep in mind that as an Admixture Evoker you can spontaneously change any energy type to another energy type, so fire or lightning spells can be cold spells instead 5-8 times a day. The best spells for admixture to me would be Burning Hands (1st), Burning Arc (2nd), Flaming Sphere (2nd), Fireball (3rd), Ball Lightning (4th), Fire Snake (5th), Chain Lightning (6th) and Stormbolts (8th). Cold actually gets screwed pretty hard as far as damaging spells go - of course, I'd also have a chat with your GM to see if he'd let you 'research' cold versions of the above existing spells.

Here's a question for everyone - can you prepare a Rimed Fireball? Rime Spell states:

Benefit: The frost of your cold spell clings to the target, impeding it for a short time. A rime spell causes creatures that takes cold damage from the spell to become entangled for a number of rounds equal to the original level of the spell.

This feat only affects spells with the cold descriptor.

Since the application of Admixture is spontaneous, is there any way to 'prepare' a Fireball spell with a cold descriptor and the Rime Spell feat?

From what I understand, HeraldKlak is correct, you can prepare a spell with any metamagic, you just might not actually benefit from it.

cartmanbeck wrote:

From what I understand, HeraldKlak is correct, you can prepare a spell with any metamagic, you just might not actually benefit from it.

I apologize in advance if this is bumping a thread that's already well dead.

Here is my custom made Boreal Sorcerer Bloodline.

Hope it helps you out:

Boreal Bloodline:


The fury of a winter storm dwells deep inside you and all the rage and power of a blizzard are yours to command. Your ancient ancestors may have been frost giants, cold hearted fey, or perhaps a distant and remote descendant of one of the dreaded daughters of Baba Yaga (aka the infamous White Witches of Irrisen).

Class Skill: Survival

Bonus Spells: icicle dagger (3rd), frost breath† (5th), ice lance† (7th), ice storm (9th), cone of cold (11th), freezing sphere (13th), ice claw† (15th), polar ray (17th), obedient avalanche† (19th)

Bonus Feats: Diehard, Elemental Focus (cold only), Great Fortitude, Endurance, Greater Elemental Focus (cold only), Improved Initiative, Rime Spell, Toughness

Bloodline Arcana: Whenever you cast a spell with the cold descriptor, increase the spell’s save DC by 1. This bonus stacks with other bonuses to spell’s save DC.

Bloodline Powers: Your connection to the ancient and primeval winters grants you a mastery of cold magic that few can match. You are virtually unmatched when fought against in the frozen lands of the frostfell.

Icewalker (Sp): At 1st level, you ignore the effects of a cold climate as if using [i]endure elements and can move across snow and icy surfaces without penalty and without leaving tracks.

Arctic Adaptation (Ex): At 3rd level, you gain cold resistance 5 and you ignore concealment and Perception penalties in natural or magical snow and ice. At 9th level, your cold resistance increases to 10 and you can climb icy surfaces as if using [i]spider climb. At 15th level, you gain a +2 natural armor bonus.

Primal Cold (Su): At 9th level, any creature immune to cold damage still takes half damage (round down, minimum 1) from any cold damage you deal unless it makes a Fort save (DC 10 + 1/2 your sorcerer level + your Charisma modifier). Resistant creatures’ cold resistance is treated as 10 less than normal.

Blizzard (Sp): At 15th level, as a standard action, you can create a blizzard of snow and ice. This radius burst is centered on you and has a range of 10 ft. and a cylindrical height of 10 ft. per sorcerer level. Any creature caught in the blizzard takes 1d4 points of cold damage per sorcerer level, with a Reflex save resulting in half damage. The storm lasts for a number of rounds equal to your Charisma modifier; the ground remains icy (+5 to Acrobatics DC’s) as long as local conditions permit. The blizzard obscures sight beyond 5 feet, providing total concealment. A creature within 5 feet has concealment. You can use this ability once per day.

Child of the Frostfell (Su): At 20th level, you gain the cold subtype and you become immune to bleed, paralysis, poison, sleep effects, and stunning. In addition, you gain immunity to sneak attacks and critical hits. This power causes you to gain vulnerability to fire.

†: You can find these spells in the Dungeons and Dragons (3.5 Edition) Spell Compendium. They are easily convertible into Pathfinder RPG spell stat blocks.

Ice has been given major increases in damages over time, if you want to go back to more of a defensive school are you willing to give up all the damage boosts the ice school has gotten? Because really if you could have everything why have 6 schools at all
Magic pukl ip

Maintaining a steady and controlled pace is essential to avoid relying on momentum and maximize the engagement of the target muscles. Consistent practice is also key to achieving a magic pull-up. Progression should be gradual, starting with assisted pull-ups or modified variations, and gradually increasing the level of difficulty as strength improves. Regularly incorporating pull-up exercises into a fitness routine and setting achievable goals can help track progress and motivate continued improvement. While a magic pull-up may seem like an unattainable feat, it is achievable through dedication, proper training, and perseverance. It is a testament to one's physical strength and can be a source of pride and accomplishment. So, lace up those sneakers, hit the gym, and work towards making a magic pull-up a part of your fitness repertoire..

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