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.

Effects

cylinder (40-ft. radius, 20 ft. high)
Source

Core Rulebook

Attribution

Seeded catalog content, attributed to Paizo Inc. by catalog provenance — not an individual Open Game License attestation. Licensing for reproduced SRD content is covered by the site's Section 15 register.

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