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; Mystery winter 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

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.

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.

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