Deities: Aengrist (LG), Auril (NE), Hleid (NG), Telchur (CN)
Name: Winter
Granted Power: During the winter season, you gain a +2 sacred bonus on all Wisdom-based skill checks.
Name | ||||||||||||||
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School | Casting Time | Source Book | ||||||||||||
Save - Res | Level | Comps | ||||||||||||
Dur | Range | Recharge | ||||||||||||
Effect | ||||||||||||||
Expensive Focus | ||||||||||||||
Expensive Material | ||||||||||||||
XP Cost | ||||||||||||||
Description | ||||||||||||||
Full Description | ||||||||||||||
Snowsight | ||||||||||||||
Frostburn | ||||||||||||||
Arc 1, Drd 1, Rgr 1, Winter 1 | ||||||||||||||
6 hours | ||||||||||||||
Normal vision in winter weather conditions. |
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Snow Walk | ||||||||||||||
Frostburn | ||||||||||||||
Arc 2, Drd 2, Rgr 2, Winter 2 | ||||||||||||||
1 hour | ||||||||||||||
Increase your speed and walk effortlessly on top of snow without leaving tracks or scent. |
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Winter's Embrace | ||||||||||||||
Frostburn | ||||||||||||||
Arc 2, Drd 2, Winter 3 | ||||||||||||||
General | ||||||||||||||
Ice Storm | ||||||||||||||
Evocation [Cold] | 1 standard action | SRD | ||||||||||||
None - Yes | Arc 4, Cold 4, Drd 4, Sor/Wiz 4, Storm 5, Water 5, Weather 4, Winter 4, Wmg 3, Wuj 4 | V, S, M/DF | ||||||||||||
1 full round | Long | General | ||||||||||||
Area: Cylinder (20-ft. radius, 40 ft. high) | ||||||||||||||
Hail deals 5d6 damage in cylinder 40 ft. across. |
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Great magical hailstones pound down for 1 full round, dealing 3d6 points of bludgeoning damage and 2d6 points of cold damage to every creature in the area. A -4 penalty applies to each Listen check made within the ice storms effect, and all land movement within its area is at half speed. At the end of the duration, the hail disappears, leaving no after-effects (other than the damage dealt). |
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Blizzard | ||||||||||||||
Frostburn | ||||||||||||||
Arc 5, Drd 5, Winter 5 | ||||||||||||||
General | ||||||||||||||
Temperature drops and powerful blizzard reduces visibility to zero. |
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Death Hail | ||||||||||||||
Frostburn | ||||||||||||||
Arc 6, Drd 6, Winter 6 | ||||||||||||||
General | ||||||||||||||
Summons a storm of death hail dealing 1d2 points of Strength and Constitution damage. |
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Control Weather | ||||||||||||||
Transmutation | 10 minutes; see text | SRD | ||||||||||||
None - No | Air 7, APeace 7, Arc 7, Blg 7, Clr 7, Cold 7, Drd 7, Shu 6, Sor/Wiz 7, Storm 7, Summer 7, Weather 7, Winter 7, Wuj 6 | V, S | ||||||||||||
4d12 hours; see text | 2 miles | General | ||||||||||||
Area: 2-mile-radius circle, centered on you; see text | ||||||||||||||
Changes weather in local area. |
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You change the weather in the local area. It takes 10 minutes to cast the spell and an additional 10 minutes for the effects to manifest. You can call forth weather appropriate to the climate and season of the area you are in.
You control the general tendencies of the weather, such as the direction and intensity of the wind. You cannot control specific applications of the weatherwhere lightning strikes, for example, or the exact path of a tornado. When you select a certain weather condition to occur, the weather assumes that condition 10 minutes later (changing gradually, not abruptly). The weather continues as you left it for the duration, or until you use a standard action to designate a new kind of weather (which fully manifests itself 10 minutes later). Contradictory conditions are not possible simultaneously. Control weather can do away with atmospheric phenomena (naturally occurring or otherwise) as well as create them. A druid casting this spell doubles the duration and affects a circle with a 3-mile radius. |
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Summon Giants | ||||||||||||||
Frostburn | ||||||||||||||
Arc 8, Clr 8, Winter 8 | ||||||||||||||
General | ||||||||||||||
Summons outsider giants to fight for you. |
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Fimbulwinter (XP) | ||||||||||||||
Frostburn | ||||||||||||||
Arc 9, Clr 9, Drd 8, Sor/Wiz 8, Winter 9 | ||||||||||||||
General | ||||||||||||||
Creates winter weather for miles around you that lasts for months. |