Sleet Storm: Difference between revisions
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| Rank || 3 | | Rank || 3 | ||
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| Required Spheres || [[Water Sphere]] 3 | | Required Spheres || [[Water Sphere]] 3; [[Air Sphere]] 3 | ||
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| Range || 10 yards x Rank | | Range || 10 yards x Rank |
Revision as of 15:55, 5 August 2019
Rank | 3 |
Required Spheres | Water Sphere 3; Air Sphere 3 |
Range | 10 yards x Rank |
Area | 4 yard radius x Rank |
Duration | 1 round x rank |
Casting | Verbal, Somatic |
Mana Cost | 3 ( 2 from rank, 1 from multi-sphere ) |
Effect | Twists the elemental wind and water in the atmosphere along with a sharp drop in temperature to summon an instant sleet squall. The sleet will limit visibility to 5 yards, snuff natural fire, and counter magical fire of a lower rank. Flying creatures will suffer impaired fly speed, with a penalty equal to rank, and flying creatures sized small or less will struggle to remain airborne.
All horizontal surfaces under the storm will become coated in ice, rendering the surfaces extremely slippery. If there is any present wind ( natural or magical ) then vertical surfaces facing upwind will also become coated with ice. Movement on the ice covered surfaces costs double movement points to avoid risk of falling down. Faster movement and any significant melee combat will require an Dexterity based Acrobatics check to avoid falling down. The sleet is permanent until melted and then drained or evaporated, and will accumulate as it would naturally. |