Freezing Sphere
Evocation [cold]
Level: Magus 6, Sorcerer/Wizard 6
Components: V, S, F (a small crystal sphere)
Casting Time: 1 Standard Action
Range: long (400 ft. + 40 ft./level)
Target: see Text
Duration: instantaneous or 1 round/level; see text
Saving Throw: Reflex half, see text
Spell Resistance: yes
Freezing sphere creates a frigid globe of cold energy that streaks from your fingertips to the location you select, where it explodes in a 40-foot-radius burst, dealing 1d6 points of cold damage per Caster Level (maximum 15d6) to each creature in the area. A creature of the water subtype instead takes 1d8 points of cold damage per Caster Level (maximum 15d8) and is Staggered for 1d4 rounds.
If the freezing sphere strikes a body of water or a liquid that is principally water (not including water-based creatures), it freezes the liquid to a depth of 6 inches in a 40-foot radius. This ice lasts for 1 round per Caster Level. Creatures that were swimming on the surface of a targeted body of water become trapped in the ice. Attempting to break free is a Full-Round Action. A trapped creature must make a DC 25 Strength check or a DC 25 Escape Artist check to do so.
You can refrain from firing the globe after completing the spell, if you wish. Treat this as a touch spell for which you are holding the Charge. You can hold the Charge for as long as 1 round per level, at the end of which time the freezing sphere bursts centered on you (and you receive no saving throw to resist its effect). Firing the globe in a later round is a Standard Action.
Level: Magus 6, Sorcerer/Wizard 6
Components: V, S, F (a small crystal sphere)
Casting Time: 1 Standard Action
Range: long (400 ft. + 40 ft./level)
Target: see Text
Duration: instantaneous or 1 round/level; see text
Saving Throw: Reflex half, see text
Spell Resistance: yes
Freezing sphere creates a frigid globe of cold energy that streaks from your fingertips to the location you select, where it explodes in a 40-foot-radius burst, dealing 1d6 points of cold damage per Caster Level (maximum 15d6) to each creature in the area. A creature of the water subtype instead takes 1d8 points of cold damage per Caster Level (maximum 15d8) and is Staggered for 1d4 rounds.
If the freezing sphere strikes a body of water or a liquid that is principally water (not including water-based creatures), it freezes the liquid to a depth of 6 inches in a 40-foot radius. This ice lasts for 1 round per Caster Level. Creatures that were swimming on the surface of a targeted body of water become trapped in the ice. Attempting to break free is a Full-Round Action. A trapped creature must make a DC 25 Strength check or a DC 25 Escape Artist check to do so.
You can refrain from firing the globe after completing the spell, if you wish. Treat this as a touch spell for which you are holding the Charge. You can hold the Charge for as long as 1 round per level, at the end of which time the freezing sphere bursts centered on you (and you receive no saving throw to resist its effect). Firing the globe in a later round is a Standard Action.