Pathfinder 1e
Spell
Conjuration
Sleet Storm
Hampers vision and movement.
- School
- Conjuration
- Casting Time
- 1 standard action
- 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
- Components
- V S M DF
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.