s_emotion | s_name | s_chaotic | s_evil | s_descriptor | s_inquisitor | s_medium | s_ranger | s_casting_time | s_sonic | s_components | s_divine_focus | s_spell_resistence | s_pain | s_psychic | s_air | s_effect | s_magus | s_patron | s_acid | s_electricity | s_shapeable | s_spell_level | s_area | s_source | s_haunt_statistics | s_mythic | s_short_description | s_material | s_verbal | s_disease | s_occultist | s_adept | s_mind_affecting | s_fear | s_ruse | s_shadow | s_summoner | s_description | s_force | s_earth | s_targets | s_subschool | s_costly_components | s_language_dependent | s_duration | s_alchemist | s_focus | s_summoner_unchained | s_range | s_full_text | s_linktext | s_shaman | s_death | s_light | s_SLA_Level | s_meditative | s_wiz | s_mythic_text | s_mesmerist | s_hunter | s_bloodline | s_school | s_bloodrager | s_augmented | s_fire | s_poison | s_oracle | s_antipaladin | s_draconic | s_deity | s_bard | s_water | s_darkness | s_druid | s_sor | s_witch | s_somatic | s_paladin | s_skald | s_investigator | s_material_costs | s_domain | s_saving_throw | s_good | s_spiritualist | s_cold | s_dismissible | s_description_formated | s_curse | s_cleric | s_lawful | 0 | Winter Grasp | 0 | 0 | cold, water | -1 | -1 | -1 | 1 standard action | 0 | V, S, M/DF (ground glass) | 1 | no | 0 | -1 | 0 | -1 | 0 | 0 | 0 | druid 2, shaman 2, witch 2 | 20-ft.-radius spread | Ultimate Wilderness | 0 | Create a slippery sheet of ice on the ground. | 1 | 1 | 0 | -1 | -1 | 0 | 0 | 0 | 0 | -1 | Ice encrusts the ground, radiating supernatural cold and making it hard for creatures to maintain their balance. This icy ground is treated as normal ice, forcing creatures to spend 2 squares of movement to enter an icy square and increasing the DC of Acrobatics checks in the area by 5. A creature that begins its turn in the affected area takes 1d6 points of cold damage and takes a -2 penalty on saving throws against spells with the cold descriptor for 1 round. | 0 | 0 | creation | 0 | 0 | 1 round/level | -1 | 0 | -1 | medium (100 ft. + 10 ft./level) | Winter Grasp School conjuration (creation) [cold, water]; Level druid 2, shaman 2, witch 2CASTINGCasting Time 1 standard actionComponents V, S, M/DF (ground glass)EFFECTRange medium (100 ft. + 10 ft./level)Area 20-ft.-radius spreadDuration 1 round/levelSaving Throw none; Spell Resistance noDESCRIPTIONIce encrusts the ground, radiating supernatural cold and making it hard for creatures to maintain their balance. This icy ground is treated as normal ice, forcing creatures to spend 2 squares of movement to enter an icy square and increasing the DC of Acrobatics checks in the area by 5. A creature that begins its turn in the affected area takes 1d6 points of cold damage and takes a -2 penalty on saving throws against spells with the cold descriptor for 1 round. | NULL | 2 | 0 | 0 | 2 | 0 | -1 | -1 | 2 | conjuration | -1 | 0 | 0 | -1 | -1 | 0 | -1 | 1 | 0 | 2 | -1 | 2 | 1 | -1 | -1 | -1 | NULL | none | 0 | -1 | 1 | 0 | Ice encrusts the ground, radiating supernatural cold and making it hard for creatures to maintain their balance. This icy ground is treated as normal ice, forcing creatures to spend 2 squares of movement to enter an icy square and increasing the DC of Acrobatics checks in the area by 5. A creature that begins its turn in the affected area takes 1d6 points of cold damage and takes a -2 penalty on saving throws against spells with the cold descriptor for 1 round. | 0 | -1 | 0 |
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