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Ice Storm in Pathfinder 2e

Ice Storm - unknown -
AQUAMANCYARCANEOCCULTPRIMAL

Traditions Components
arcane occult primal somatic verbal
Cast Range Target Duration Saving Throw
1000 feet A point you can see in range, the effect has a radius of 50 feet out from that point. Concentration, up to 1 minute Reflex Save and Will Save and Fortitude Save
Description
So very cold, a bone-numbing, mind-numbing chill that tears and rips at you. Aye when a Sapphire Magister decides they've had enough, they can be more devastating than one might ever imagine.


Spell-Weave DCs: 27, Tier II: 32, Tier III: 37

Weaving and swirling the flows of Uisce into a glittering Sapphire maelstorm of sorts in the Aether, you create such turbulence and manifest it forth into the Material Realm with the devastating force of a small and concentrated ice storm. Visibility within the area of effect becomes zero. Ranged attacks into or from within become impossible due to the visibility and the wild winds. The snow and ice comes down in sheets, turning the area the storm is over into a natural hazard, the ground flash freezing into basically an ice sheet. Movement requires an Reflex Save. If a target fails, they fall prone. If they critically fail, they also suffer Slow (1) as well as falling Prone. Even on a success, they treat it as difficult terrain. Only on a critical success can they move normally.

Any creature that starts their turn within the storm must also attempt to get their bearings with a Will Save before taking any actions. Should they fail, they have no idea which direction will get them out fastest but can still attempt to move. Should they critically fail, the loss of visibility and the howling winds and cold have them kind of frozen with decision paralysis, and so they cannot take movement actions this turn. If they succeed they know which direction to go to get them out of the storm fastest. Critical success garners no additional benefit.

Creatures whom end their turn within the storm must make a Fortitude Save. Should they fail, they take 8d6 cold damage and are afflicted with the Slow (1) condition. Critical Failure results in taking double damage and being inflicted with Exhaustion (1) as well. A successful test takes half damage but is still afflicted with Slow (1). A critical success is unaffected by the spell-form.

Ice-Blooded: If targeting a creature of a reptilian or amphibious type, or with a natural vulnerability to cold (such as a Fire Elemental), the damage becomes 8d10 instead.

Tier -1: Fail to cast, roll Major Miscast
Tier 0: Fail to cast, roll Minor Miscast
Tier II: Increase the damage by 2d6 or 2d10 as appropriate.
Tier III: Increase the damage by 2d6 or 2d10 as appropriate.

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