Evocation [Cold]
- Level
- Druid 2, sorcerer/wizard 2
- Components
- V, S, M/DF
- Casting Time
- 1 standard action
- Range
- Medium (100 ft. + 10 ft./level)
- Effect
- 5-ft.-diameter sphere
- Duration
- 1 round/level
- Saving Throw
- Reflex negates and Fortitude negates
- Spell Resistance
- Yes
A sphere of intense cold energy rolls in whichever direction you point and damages those it strikes. It moves 30 feet per round. As part of this movement, it can ascend or jump up to 30 feet to strike a target. If it enters a space with a creature, it stops moving for the round and deals 1d6 points of cold damage; a successful Reflex save negates the damage. Creatures damaged by the sphere must succeed at a Fortitude save or advance one step on the Dexterity damage track.
A numbing sphere rolls over barriers less than 4 feet tall, such as furniture and low walls. It instantly freezes water it encounters in 5-foot-cube sections, creating chunks of ice in large bodies of water.
The sphere moves as long as you actively direct it (a move action for you); otherwise, it merely remains at rest. The sphere can be destroyed by attacks directed against it. It has 10 hit points and damage reduction 5/–.
The surface of the sphere has a spongy, yielding consistency and so does not cause damage except by extreme cold. It cannot push aside unwilling creatures or batter down large obstacles. A numbing sphere winks out if it exceeds the spell’s range.
Arcane Material Component
A bit of sponge and a drop of water.