Sleet Storm

System: Pathfinder | SRD

Level: Arcanist: 3; Bloodrager: 3; Druid: 3; Elementalist Wizard: 3; Hunter: 3; Hunter: 3; Magus: 3; Shaman: 3; Sorcerer: 3; Witch: 3; Wizard: 3

School: conjuration

Casting time: 1 standard action

Components: V, S, M/DF (dust and water)

Range: long (400 ft. + 40 ft./level)

Duration: 1 round/level

Saving throw: none

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 (see the Acrobatics skill for details).

The sleet extinguishes torches and small fires.

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