Spell Detail
Sleet Storm
Description
hampers vision and movement.
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
- hampers vision and movement.
Casting
- System
- PF1E
- School
- Conjuration
- Subschool
- Creation
- Element
- Cold
- Dismissible
- No
- 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
Class Levels
- Arcanist 3
- Bloodrager 3
- Druid 3
- Elementalist Wizard 3
- Hunter 3
- Magus 3
- Shaman 3
- Sorcerer 3
- Witch 3
- Wizard 3
Components
- verbal
- somatic
Tags
conjuration
creation
cold