School transmutation [air, cold]; Level archon 2, cleric/oracle 2, druid 1, sorcerer/wizard 2, witch 3


Casting Time 1 standard action
Components V, S


Range short (25 ft. +5 ft./2 levels)
Area 25 ft. + 5 ft./2 levels radius cylinder 25 ft. high
Duration 1 minute/level
Saving Throw none; Spell Resistance yes


You create a khazri, a cold wind able chill objects and crack stone and metal. You cool the area of the spell by 20° F (–6.5° C), to a minimum of 41° F (5° C), for the duration of the spell. Any unattended object that was originally at a temperature of 60° F (15.5° C) or more takes 2d8 points of damage (bypassing any hardness) one round after the spell is cast because of the sudden drop in temperature.

At any time during the spell’s duration, as a move action you can focus the khazri to attempt to dispel a fire spell or effect. This acts as dispel magic, but only works against spells or effects with the [fire] descriptor. Whether the dispel attempt is successful or not, this use ends the khazri.

Section 15: Copyright Notice

The Genius Guide To: Air Magic. Copyright 2010, Super Genius Games. Author: Owen K.C. Stephens

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