Cone of Cold

School evocation [cold]; Level magus 5, shaman 6, sorcerer/wizard 5, witch 6; Domain water 6; Bloodline boreal 5; Elemental School water 5; Mystery winter 6


Casting Time 1 standard action
Components V, S, M (a small crystal or glass cone)


Range 60 ft.
Area cone-shaped burst
Duration instantaneous
Saving Throw Reflex half; Spell Resistance yes


Cone of cold creates an area of extreme cold, originating at your hand and extending outward in a cone. It drains heat, dealing 1d6 points of cold damage per caster level (maximum 15d6).


The damage dealt increases to 1d10 points of cold damage per caster level (maximum 15d10). Any creature that fails its save is partially encased in ice, reducing its speed by half. Creatures with the cold or incorporeal subtype or immunity to being grappled are immune to this effect. The reduced movement lasts until the ice is destroyed.

Destroying the ice requires a successful Strength or dispel check against the spell’s DC, or dealing bludgeoning or fire damage equal to 1 point per caster level to the creature.

Augmented: You can expend two uses of mythic power to transform the spell’s cold into a barrage of giant hailstones, icicles, or shards. Half the spell’s damage is your choice of bludgeoning, piercing, or slashing damage, and the other half is cold damage.

Section 15: Copyright Notice

Pathfinder Roleplaying Game Mythic Adventures © 2013, Paizo Publishing, LLC; Authors: Jason Bulmahn, Stephen Radney-MacFarland, Sean K Reynolds, Dennis Baker, Jesse Benner, Ben Bruck, Jim Groves, Tim Hitchcock, Tracy Hurley, Jonathan Keith, Jason Nelson, Tom Phillips, Ryan Macklin, F. Wesley Schneider, Amber Scott, Tork Shaw, Russ Taylor, and Ray Vallese.

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