Winter Grasp
School: conjuration (creation) [cold, water]
Level: Witch 2, Shaman 2, Druid 2, Hunter 2
Casting Time: standard action
Components: V, S, M, DF
Range: medium (100 feet + 10 feet/level)
Area: 20-foot-radius spread
Duration: 1 round/level
Saving Throw: none
Spell Resistance: no
Source: Ultimate Wilderness
Description
Ice encrusts the ground, radiating supernatural cold and making it hard for creatures to maintain their balance. This icy ground is treated as normal ice, forcing creatures to spend 2 squares of movement to enter an icy square and increasing the DC of Acrobatics checks in the area by 5. A creature that begins its turn in the affected area takes 1d6 points of cold damage and takes a -2 penalty on saving throws against spells with the cold descriptor for 1 round.
