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Sleet Storm


School conjuration (creation) [cold]; Level bloodrager 3, druid 3, magus 3, shaman 3, sorcerer/wizard 3, witch 3; Domain weather 4; Elemental School water 3

CASTING

Casting Time 1 standard action
Components V, S, M/DF (dust and water)

EFFECT

Range long (400 ft. + 40 ft./level)
Area cylinder (40-ft. radius, 20 ft. high)
Duration 1 round/level
Saving Throw none; Spell Resistance no

By the way…
The sleet, snow, and ice created by this spell does not move with a ship, but the deck is considered icy. This spell also allows a ship to make an additional saving throw to extinguish fires.

Source Skull & Shackles Player’s Guide

DESCRIPTION

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.