Freezing Sphere
School: evocation [cold]
Level: Arcanist 6, Wizard 6, Sorcerer 6, Magus 6, Occultist 6
Casting Time: standard action
Components: V, S, F
Range: long (400 feet + 40 feet/level)
Target: see text
Duration: instantaneous or 1 round/level (see text)
Saving Throw: Reflex half (see text)
Spell Resistance: yes
Source: Pathfinder Core Rulebook
Description
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/caster level (maximum 15d6) to each creature in the area. A creature of the water subtype instead takes 1d8 points of cold damage/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/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/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.
