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Pathfinder

Compendium

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Polar Midnight

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You plunge an area into the brutal chill of the arctic night. Illumination conditions are dropped by two steps (though only to Darkness, not supernatural darkness), and all creatures in the area take 5d6 points of cold Damage and 1d6 points of Dexterity Damage per round. A successful Fortitude save each round negates the Dexterity Damage but not the cold Damage. Any Creature that doesn't move on its turn becomes encased in a sheath of ice with 3 Hit Points per inch of thickness, is helpless, and cannot breathe. Creatures can hit the sheath of ice automatically. A section of ice whose Hit Points drop to 0 is breached. If a Creature tries to break through the sheath with a single attack, the DC for the Strength check is 15 + Caster Level.

Corpses in the area for longer than 1 round are transmuted into solid ice; reviving the icy corpse requires true Resurrection, Miracle, or wish. As a move Action, you may move the area of effect up to 10 feet in any direction.

Attributes

Casting Time
1 standard action
Components
V, S
Duration
1 round/level
Effect
30-ft. spread
Level
Cleric 9, Druid 9, Witch 9
Range
Close (25 ft. + 5 ft./2 levels)
Saving Throw
Fortitude partial
School
Transmutation [cold, darkness]
Spell Damage
5d6
Spell Damage Type
Cold
Spell Resistance
Yes
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