Sleet Storm (Spell)

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Level: Druid 3Sorcerer/Wizard 3
School: Conjuration (creation)
Domain: weather 4
Elemental School: water 3


Casting Time: 1 Standard Action
Components: V, S, M/DF (dust and water)


Range: Long (200 ft. + 20 ft./lvl)
Target or Area: cylinder (40-ft. radius, 20 ft. high)
Duration: 1 rnd/lvl
Saving Throw: none
Save DC:
Spell Resistance: No


Driving sleet blocks all sight (even Darkvision) within it and causes the ground in the area to be icy. A creature can walk within or through the area of sleet at half normal speed with a DC 10 Acrobatics check. Failure means it can't move in that round, while failure by 5 or more means it falls prone (see the Acrobatics skill for details).
The sleet extinguishes torches and small fires.