Library / Magic
Sleet Storm
Hampers vision and movement.
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.
Source: Core Rulebook
Effects
cylinder (40-ft. radius, 20 ft. high)
Casting
- System
- PF1E
- School
- Conjuration
- Subschool
- —
- Element
- —
- Casting Time
- 1 standard action
- Range
- long (400 ft. + 40 ft./level)
- Target
- —
- Area
- cylinder (40-ft. radius, 20 ft. high)
- Duration
- 1 round/level
- Saving Throw
- none
- Spell Resistance
- No
- Components
- V, S, M, DF
Class Levels
Components
V
S
M
dust and water
DF
dust and water
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