School conjuration (creation) [cold, water]; Level druid 4, elementer 5, invoker 4, psychic 5, shaman 5, sorcerer/wizard 5, summoner 5


Casting Time 1 standard action
Components V, S


Range medium (100 ft. + 10 ft./level)
Effect 30-ft.-radius whirlpool of water
Duration instantaneous, then 1d3 rounds, see text
Saving Throw Fortitude partial (object); Spell Resistance no

You summon a churning whirlpool of icy waters that ensnares creatures within. Each creature in the area is pulled as close to the center as possible and then entangled for 1d3 rounds as they are partially frozen by the cold water. A Fortitude save causes the creature to be only pulled half as far and negates the entanglement. A creature with the Fire subtype takes 1d8 points of cold damage per two caster levels (max 10d8) on a failed saving throw, or half as much on a successful one. Creatures that are immune to cold damage are immune to this spell’s entanglement effect but not the pull.

In addition to the above, any non-magical fire in the area is extinguished automatically. Loose objects in the area are pulled towards the center of the maelstrom in the same manner as creatures.

Section 15: Copyright Notice

Path of the Wilds, © 2020, Ascension Games, LLC; Author Christopher Moore

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