Sleet Storm
Conjuration (Creation) [cold]
Level: Artificer 3, Bloodrager 3, Druid 3, Hunter 3, Magus 3, Shaman 3, Sorcerer/Wizard 3, Warlock 3
Components: V, S, M/DF (dust and water)
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
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.
Level: Artificer 3, Bloodrager 3, Druid 3, Hunter 3, Magus 3, Shaman 3, Sorcerer/Wizard 3, Warlock 3
Components: V, S, M/DF (dust and water)
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
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.