Creeping Ice
EvocationEvocation spells manipulate magical energy or tap an unseen source of power to produce a desired end. In effect, an evocation draws upon magic to create something out of nothing. Many of these spells produce spectacular effects, and evocation spells can deal large amounts of damage.
[ ColdCold effects deal damage by making the target colder, typically by blasting it with supernaturally cooled matter or energy. Cold effects also include those that create ice, sleet, or snow out of nothing. They can cause frostbite, numbness, coordination problems, slowed movement and reactions, stupor, and death.]
PFS Legal
Available to
- Casting Time
- 1 standard actionMost spells take 1 standard action; others list 1 round, 1 minute, or more, or use a swift or immediate action.Full rule on Archives of Nethys ↗
- Components
- V, SV (Verbal): A spoken incantation; you must be able to speak in a strong voice. A silence effect or a gag spoils it, and being deafened risks failure.S (Somatic): A precise movement of the hand; you must have at least one hand free to perform it.Full rule on Archives of Nethys ↗
- Range
- medium (100 ft. + 10 ft./level)How far the spell reaches. Close = 25 ft + 5 ft/2 levels; Medium = 100 ft + 10 ft/level; Long = 400 ft + 40 ft/level. Personal = yourself; Touch = a creature or object you touch.Full rule on Archives of Nethys ↗
- Effect
- anchored plane of ice, up to one 10-ft. square/levelHow the spell is aimed: a Target (specific creatures or objects), an Effect it creates (e.g. a wall or a summoned creature), or an Area shape (burst, cone, line, and so on). Some areas are shapeable. "Target or Area" means the spell uses either, at your choice.Full rule on Archives of Nethys ↗
- Duration
- 10 minutes/levelHow long it lasts. Instantaneous resolves at once; Concentration lasts while you keep focusing; Permanent lasts until dispelled. A trailing "(D)" means you can dismiss it as a standard action.Full rule on Archives of Nethys ↗
- Saving Throw
- Reflex negates (see text)If a save is allowed, the target rolls Fortitude, Reflex, or Will: the result negates, gives partial, half, or no effect. "harmless" lets a willing target decline. Save DC = 10 + spell level + your casting ability modifier.Full rule on Archives of Nethys ↗
- Spell Resistance
- yesWhether a creature's spell resistance can block the spell (Yes/No). For "harmless" spells a willing creature may lower its SR to be affected.Full rule on Archives of Nethys ↗
This spell covers the floor, the ground, or some other calm horizontal surface (such as a placid lake or a gentle river) with a sheet of slowly growing ice. The initial sheet of ice cannot form in an area occupied by physical objects or creatures. Its surface must be smooth and unbroken when created. The ice is hard, strong, and opaque, and is 1 inch thick per caster level. The ice is strong enough to support the weight of a typical horse, making it possible for creatures to cross a body of water.
Each 10-foot square of ice has 3 hit points per inch of thickness. Creatures can hit the ice automatically. A section of ice whose hit points drop to 0 is destroyed, leaving an area of ice chunks, slush, and snow that counts as difficult terrain. If a creature tries to break through the ice with a single attack, the DC for the Strength check is 15 + your caster level.
Each round on your turn, the sheet of ice grows 1 foot in all directions except toward you. This growth is slow enough that any creature in the area has time to move out of the way or step onto the ice. If the growing ice completely covers a creature’s square, the creature must choose whether it moves onto the sheet of ice, is knocked prone on the sheet of ice, or is bull rushed into an adjacent square.
Each 10-foot square of ice has 3 hit points per inch of thickness. Creatures can hit the ice automatically. A section of ice whose hit points drop to 0 is destroyed, leaving an area of ice chunks, slush, and snow that counts as difficult terrain. If a creature tries to break through the ice with a single attack, the DC for the Strength check is 15 + your caster level.
Each round on your turn, the sheet of ice grows 1 foot in all directions except toward you. This growth is slow enough that any creature in the area has time to move out of the way or step onto the ice. If the growing ice completely covers a creature’s square, the creature must choose whether it moves onto the sheet of ice, is knocked prone on the sheet of ice, or is bull rushed into an adjacent square.