Sleet Storm

School: conjuration (creation) [cold]


Level: Arcanist 3, Wizard 3, Sorcerer 3, Witch 3, Magus 3, Bloodrager 3, Shaman 3, Druid 3, Hunter 3



Casting Time: standard action


Components: V, S, M, DF


Range: long (400 feet + 40 feet/level)


Area: cylinder (40-foot radius, 20 foot high)


Duration: 1 round/level


Saving Throw: none


Spell Resistance: no


Source: Pathfinder Core Rulebook

Description

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.