Magic/Spells/Sleet Storm

Keywords: Cold, Evocation

Prerequisites: Cold(Fire-Anima) Affinity

Target: Cylinder (40-ft. Radius + 5 feet per 4 BCB, 20 ft. high)

Duration: Concentration or 1 round per BCB(see description)

Range: Long

Action: 4 AP

Saving Throw: None

Spell Resistance: No

Description: A sleet storm blocks vision within the area, granting concealment to creatures 10 feet away, and total concealment to creatures 15 feet away. Creatures within the area have their movement speed reduced by 5 feet (minimum 5 feet) and take 1d4 Cold damage if they begin their turn within the area. You may spend 1 spell point to allow the spell to continue without concentration.

Ice Slick
Prerequisite: Sleet Storm

Saving Throw: Physical(Agi) negates

Benefit: You may spend 1 spell point as part of casting Sleet Storm to cause it to leave a field of ice within its area for the duration of the spell. Creatures within the area when the spell is cast are subject to a Physical(Agi) save attack. A successful save attack causes creatures within to fall prone.

This area is treated as difficult terrain for the duration of the spell. Creatures attempting to move through this area must make an acrobatics check against the save attack of this spell. If you succeed against their Acrobatics check by less than one degree of success the creature cannot move that round and must make a new Physical(Agi) save to avoid falling prone; one degree of success or more against the creature’s acrobatics check causes them to fall prone without a Physical(Agi) save.

Each square of ice slick is 1 inch thick with 1 hardness. Creatures may break the ice slick by dealing at least 3 points of damage to an individual square of the ice slick, but the ice returns each round if it remains within the area of the sleet storm.

Ice Storm
Prerequisite: Sleet Storm, BCB 6th.

Benefit: You may spend 1 spell point when casting sleet storm to improve it to an ice storm. Creatures who begin their turn with the area take 1d6 points of cold damage and 1d6 points of bludgeoning or piercing damage (chosen when the spell is cast) instead of the usual 1d4 cold damage. In addition creatures within the area have their speed reduced by an additional 5 feet (minimum 5 feet). At 10th BCB and every 10 thereafter the cold damage dealt by this spell improves by an additional 1d6.

Wandering Storm
Prerequisite: Sleet Storm, BCB 8th

Benefit: You may direct your sleet storm as a 2 AP action causing it to move up to 5 feet plus 5 feet per 5 BCB.

Special: Effects that are created within the area (such as the ice slick talent) are created within the new location of the spell as long as it remains in that location for 1 full round; effects last for 1 round per 4 BCB you possess after your sleet storm leaves the area.