Conjuration (Creation) [Cold]
- Level
- Cleric 5
- Components
- V, S, DF
- Casting Time
- 1 standard action
- Range
- Close (25 ft. + 5 ft./2 levels)
- Targets
- One creature/2 levels, no two of which can be more than 30 ft. apart
- Duration
- Instantaneous
- Saving Throw
- Fortitude half and Fortitude partial (see text)
- Spell Resistance
- Yes
You chill the air and create a layer of frost on the skin of target creatures. The targets are entitled to a Fortitude save; those who fail take 6d6 points of cold damage and advance three steps on the Dexterity damage track. A successful Fortitude saving throw halves the damage and reduces the Dexterity damage effect to only one step. Regardless of whether the save is successful, this spell’s Dexterity damage effects cannot kill creatures. Creatures rendered immobile by this spell's effects are frozen in a layer of ice, shivering and unable to attack, move, or defend.
Affected creatures recover naturally in a warm environment (or if warmed up by exposure to heat or flame), moving one step toward healthy on the Dexterity damage track per hour. Spells that cure Dexterity damage have their normal effects if cast in a moderate or warmer environment, but if cast in a cold environment, the caster must succeed at a DC 25 caster level check for the spell to be effective.