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0Sleet Storm00cold-1-1-11 standard action0V, S, M/DF (dust and water)1no0-103000druid 3, sorcerer/wizard 3, witch 3, magus 3, bloodrager 3, shaman 3cylinder (40-ft. radius, 20 ft. high)PFRPG Core0Hampers vision and movement.110-1-10000-1Driving 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.00creation001 round/level-10-1long (400 ft. + 40 ft./level)

Sleet Storm

School conjuration (creation) [cold]; Level druid 3, sorcerer/wizard 3, witch 3, magus 3, bloodrager 3, shaman 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.

Sleet Storm300303-13conjuration300-1-10-1003331-1-1-1NULLWeather (4)none0-110

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.

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