Surtur Ironsmiter's Wizard Spells
(Selected School: Evocation ~ Prohibited Schools: Enchantment, Illusion)
Level: 0 1 2 3 4 5 6 7 8 9
Known: 0 8 4 4 2 -- -- -- -- --
Per Day: 4 + 1 6 + 1 4 + 1 3 + 1 2 + 1 -- -- -- -- --

PREP SPELL NAME DC SAVE CAST TIME DURATION RANGE
0 LEVEL

Acid Splash
15
None
1 Action
Instantaneous
Close (25 ft.+5 ft./2 levels)
Spell Resistance:No
Components:V, S
School:Conjuration
Desc:You fire a small orb of acid at the target. You must succeed on a ranged touch attack to hit your target. The orb deals 1d3 points of acid damage.

Arcane Mark
15
None
1 Action
Permanent
0 ft.
Spell Resistance:No
Components:V, S
School:Universal
Desc:Visibly or invisibly inscribes your personal rune or mark, consisting of no more than 6 symbols, on any surface (PH201)

Dancing Lights
15
None
1 Action
1 minute (D)
Medium (100 ft.+10 ft./level)
Spell Resistance:No
Components:V, S
School:Evocation
Desc:Create up to four lights that resemble torches or glowing spheres of light, or one faintly glowing humanoid shape(PH216)

Daze
15
Will Negates
1 Action
1 round
Close (25 ft.+5 ft./2 levels)
Spell Resistance:Yes
Components:V, S, M
School:Enchantment
Desc:This enchantment clouds the mind of a humanoid creature with 4 or fewer Hit Dice so that it takes no actions (PH217)
1
Detect Magic
15
None
1 Action
Concentration, up to 1 minute/level (D)
60 ft.
Spell Resistance:No
Components:V, S
School:Divination
Desc:Detects spells and magic items within 60 ft (PH219)

Detect Poison
15
None
1 Action
Instantaneous
Close (25 ft.+5 ft./2 levels)
Spell Resistance:No
Components:V, S
School:Divination
Desc:You determine whether a creature, object, or area has been poisoned or is poisonous (PH219)

Disrupt Undead
15
None
1 Action
Instantaneous
Close (25 ft.+5 ft./2 levels)
Spell Resistance:Yes
Components:V, S
School:Necromancy
Desc:You direct a ray of positive energy and if the ray hits an undead creature, it deals 1d6 points of damage to it (PH223)

Flare
15
Fortitude Negates
1 Action
Instantaneous
Close (25 ft.+5 ft./2 levels)
Spell Resistance:Yes
Components:V
School:Evocation
Desc:Creates a burst of light, that can dazzle one creature for 1 minute unless it makes a successful Fortitude save (PH232)

Ghost Sound
15
Will Disbelief (if interacted with)
1 Action
1 round/level (D)
Close (25 ft.+5 ft./2 levels)
Spell Resistance:No
Components:V, S, M
School:Illusion
Desc:Allows you to create a volume of sound that rises, recedes, approaches, or remains at a fixed place (PH235)

Light
15
None
1 Action
10 minutes/level (D)
Touch
Spell Resistance:No
Components:V, M/DF
School:Evocation
Desc:Object shines like a torch (PH248).

Mage Hand
15
None
1 Action
Concentration
Close (25 ft.+5 ft./2 levels)
Spell Resistance:No
Components:V, S
School:Transmutation
Desc:5-pound telekinesis (PH249).

Mending
15
Will Negates (Harmless, Object)
1 Action
Instantaneous
10 ft.
Spell Resistance:Yes (Harmless, Object)
Components:V, S
School:Transmutation
Desc:Makes minor repairs on an object (PH253).

Message
15
None
1 Action
10 minutes/level
Medium (100 ft.+10 ft./level)
Spell Resistance:No
Components:V, S, F
School:Transmutation
Desc:Whispered conversation at distance (PH253).

Open/Close
15
Will Negates (Object)
1 Action
Instantaneous
Close (25 ft.+5 ft./2 levels)
Spell Resistance:Yes (object)
Components:V, S, F
School:Transmutation
Desc:Opens or closes small or light things (PH258).

Prestidigitation
15
Special; See Text
1 Action
1 Hour
10 ft.
Spell Resistance:No
Components:V, S
School:Universal
Desc:Performs minor tricks (PH264).
+1
Ray of Frost
15
None
1 Action
Instantaneous
Close (25 ft.+5 ft./2 levels)
Spell Resistance:Yes
Components:V, S
School:Evocation
Desc:A ray of freezing air and ice projects from your pointing finger. You must succeed on a ranged touch attack with the ray to deal damage to a target. The ray deals 1d3 points of cold damage.
1
Read Magic
15

1 Action
10 minutes/level
Personal
Spell Resistance:-
Components:V, S, F
School:Divination
Desc: By means of read magic, you can decipher magical inscriptions on objects - books, scrolls, weapons, and the like - that would otherwise be unintelligible. This deciphering does not normally invoke the magic contained in the writing, although it may do so in the case of a cursed scroll. Furthermore, once the spell is cast and you have read the magical inscription, you are thereafter able to read that particular writing without recourse to the use of read magic. You can read at the rate of one page (250 words) per minute. The spell allows you to identify a glyph of warding with a DC 13 Spellcraft check, a greater glyph of warding with a DC 16 Spellcraft check, or any symbol spell with a Spellcraft check (DC 10 + spell level).

Read magic can be made permanent with a permanency spell.

Focus: A clear crystal or mineral prism.

Repair Minor Damage
15
None
1 Action
Instantaneous
Touch
Spell Resistance:No
Components:V, S
School:Transmutation
Desc:

Repair Minor Damage
15
None
1 Action
Instantaneous
Touch
Spell Resistance:No
Components:V, S
School:Transmutation
Desc:

Resistance
15
Will Negates (Harmless)
1 Action
1 minute
Touch
Spell Resistance:Yes (harmless)
Components:V, S, M/DF
School:Abjuration
Desc:Subject gains +1 on saving throws (PH272).
2
Touch of Fatigue
15
Fortitude Negates
1 Action
1 round/level
Touch
Spell Resistance:Yes
Components:V, S, M
School:Necromancy
Desc: You channel negative energy through your touch, fatiguing the target. You must succeed on a touch attack to strike a target.

The subject is immediately fatigued for the spell's duration.

This spell has no effect on a creature that is already fatigued. Unlike with normal fatigue, the effect ends as soon as the spell's duration expires.

Material Component: A drop of sweat.
1st LEVEL

Alarm
16
None
1 Action
2 hours/level (D)
Close (25 ft.+5 ft./2 levels)
Spell Resistance:No
Components:V, S, F/DF
School:Abjuration
Desc: Alarm sounds a mental or audible alarm each time a creature of Tiny or larger size enters the warded area or touches it. A creature that speaks the password (determined by you at the time of casting) does not set off the alarm. You decide at the time of casting whether the alarm will be mental or audible.

Mental Alarm
A mental alarm alerts you (and only you) so long as you remain within 1 mile of the warded area. You note a single mental ping that awakens you from normal sleep but does not otherwise disturb concentration. A silence spell has no effect on a mental alarm.

Audible Alarm
An audible alarm produces the sound of a hand bell, and anyone within 60 feet of the warded area can hear it clearly. Reduce the distance by 10 feet for each interposing closed door and by 20 feet for each substantial interposing wall.

In quiet conditions, the ringing can be heard faintly as far as 180 feet away. The sound lasts for 1 round. Creatures within a silence spell cannot hear the ringing.

Ethereal or astral creatures do not trigger the alarm.

Alarm can be made permanent with a permanency spell.

Arcane Focus: A tiny bell and a piece of very fine silver wire
+1
Burning Hands
16
Reflex Half
1 Action
Instantaneous
15 ft.
Spell Resistance:Yes
Components:V, S
School:Evocation
Desc:A cone of searing flame shoots from your fingertips. Any creature in the area of the flames takes 1d4 points of fire damage per caster level (maximum 5d4). Flammable materials burn if the flames touch them. A character can extinguish burning items as a full-round action.
1
Chill Touch
16
Fortitude Partial or Will Negates; See Text
1 Action
Instantaneous
Touch
Spell Resistance:Yes
Components:V, S
School:Necromancy
Desc: A touch from your hand, which glows with blue energy, disrupts the life force of living creatures. Each touch channels negative energy that deals 1d6 points of damage. The touched creature also takes 1 point of Strength damage unless it makes a successful Fortitude saving throw. You can use this melee touch attack up to one time per level.

An undead creature you touch takes no damage of either sort, but it must make a successful Will saving throw or flee as if panicked for 1d4 rounds +1 round per caster level.

Comprehend Languages
16
None
1 Action
10 minutes/level
Personal
Spell Resistance:-
Components:V, S, M/DF
School:Divination
Desc: You can understand the spoken words of creatures or read otherwise incomprehensible written messages. In either case, you must touch the creature or the writing. The ability to read does not necessarily impart insight into the material, merely its literal meaning. The spell enables you to understand or read an unknown language, not speak or write it.

Written material can be read at the rate of one page (250 words) per minute. Magical writing cannot be read, though the spell reveals that it is magical. This spell can be foiled by certain warding magic (such as the secret page and illusory script spells). It does not decipher codes or reveal messages concealed in otherwise normal text.

Comprehend languages can be made permanent with a permanency spell.

Arcane Material Component: A pinch of soot and a few grains of salt.

Erase
16
Special; See Text
1 Action
Instantaneous
Close (25 ft.+5 ft./2 levels)
Spell Resistance:No
Components:V, S
School:Transmutation
Desc: Erase removes writings of either magical or mundane nature from a scroll or from one or two pages of paper, parchment, or similar surfaces. With this spell, you can remove explosive runes, a glyph of warding, a sepia snake sigil, or an arcane mark, but not illusory script or a symbol spell. Nonmagical writing is automatically erased if you touch it and no one else is holding it. Otherwise, the chance of erasing nonmagical writing is 90%.

Magic writing must be touched to be erased, and you also must succeed on a caster level check (1d20 + caster level) against DC 15. (A natural 1 or 2 is always a failure on this check.) If you fail to erase explosive runes, a glyph of warding, or a sepia snake sigil, you accidentally activate that writing instead.

Expeditious Retreat
16
None
1 Action
1 minute/level (D)
Personal
Spell Resistance:-
Components:V, S
School:Transmutation
Desc:This spell increases your base land speed by 30 feet. (This adjustment is treated as an enhancement bonus.) There is no effect on other modes of movement, such as burrow, climb, fly, or swim. As with any effect that increases your speed, this spell affects your jumping distance (see the Jump skill).

Identify
16
None
1 Hour(s)
Instantaneous
Touch
Spell Resistance:No
Components:V, S, M/DF
School:Divination
Desc: The spell determines all magic properties of a single magic item, including how to activate those functions (if appropriate), and how many charges are left (if any).

Identify does not function when used on an artifact.

Arcane Material Component: A pearl of at least 100 gp value, crushed and stirred into wine with an owl feather; the infusion must be drunk prior to spellcasting.

Jump
16
Will Negates (Harmless)
1 Action
1 minute/level (D)
Touch
Spell Resistance:Yes
Components:V, S, M
School:Transmutation
Desc: The subject gets a +10 enhancement bonus on Jump checks. The enhancement bonus increases to +20 at caster level 5th, and to +30 (the maximum) at caster level 9th.

Material Component: A grasshopper's hind leg, which you break when the spell is cast.
1
Magic Missile
16
None
1 Action
Instantaneous
Medium (100 ft.+10 ft./level)
Spell Resistance:Yes
Components:V, S
School:Evocation
Desc: A missile of magical energy darts forth from your fingertip and strikes its target, dealing 1d4+1 points of force damage.

The missile strikes unerringly, even if the target is in melee combat or has less than total cover or total concealment. Specific parts of a creature can't be singled out. Inanimate objects are not damaged by the spell.

For every two caster levels beyond 1st, you gain an additional missile; two at 3rd level, three at 5th, four at 7th, and the maximum of five missiles at 9th level or higher. If you shoot multiple missiles, you can have them strike a single creature or several creatures. A single missile can strike only one creature. You must designate targets before you check for spell resistance or roll damage.

Mount
16
None
1 Round(s)
2 hours/level (D)
Close (25 ft.+5 ft./2 levels)
Spell Resistance:No
Components:V, S, M
School:Conjuration
Desc: You summon a light horse or a pony (your choice) to serve you as a mount. The steed serves willingly and well. The mount comes with a bit and bridle and a riding saddle.

Material Component: A bit of horse hair.
1
Shocking Grasp
16
None
1 Action
Instantaneous
Touch
Spell Resistance:Yes
Components:V, S
School:Evocation
Desc:Your successful melee touch attack deals 1d6 points of electricity damage per caster level (maximum 5d6). When delivering the jolt, you gain a +3 bonus on attack rolls if the opponent is wearing metal armor (or made out of metal, carrying a lot of metal, or the like).
2nd LEVEL
+1
Aganazzar`s Scorcher
17
Reflex Half
1 Action
Instantaneous
Close (25 ft.+5 ft./2 levels)
Spell Resistance:Yes
Components:V, S, F
School:Evocation
Desc:A jet of roaring flame bursts from your outstretched hand, scorching any creature in a 5-foot-wide-path to the edge of the spell's range. Aganazzar's scorcher deals 1d8 points of damage per two caster levels, to a maximum of 5d8 points of damage.

Focus: A red dragon's scale

Continual Flame
17
None
1 Action
Permanent
Touch
Spell Resistance:No
Components:V, S, M
School:Evocation
Desc: A flame, equivalent in brightness to a torch, springs forth from an object that you touch. The effect looks like a regular flame, but it creates no heat and doesn't use oxygen. A continual flame can be covered and hidden but not smothered or quenched.

Light spells counter and dispel darkness spells of an equal or lower level.

Material Component: You sprinkle ruby dust (worth 50 gp) on the item that is to carry the flame.
1
False Life
17
None
1 Action
Special; See Text
Personal
Spell Resistance:-
Components:V, S, M
School:Necromancy
Desc: You harness the power of unlife to grant yourself a limited ability to avoid death. While this spell is in effect, you gain temporary hit points equal to 1d10 +1 per caster level (maximum +10).

Material Component: A small amount of alcohol or distilled spirits, which you use to trace certain sigils on your body during casting. These sigils cannot be seen once the alcohol or spirits evaporate.
1
Ghoul Touch
17
Fortitude Negates
1 Action
1d6+2 rounds
Touch
Spell Resistance:Yes
Components:V, S, M
School:Necromancy
Desc: Imbuing you with negative energy, this spell allows you to paralyze a single living humanoid for the duration of the spell with a successful melee touch attack.

Additionally, the paralyzed subject exudes a carrion stench that causes all living creatures (except you) in a 10-foot-radius spread to become sickened (Fortitude negates). A neutralize poison spell removes the effect from a sickened creature, and creatures immune to poison are unaffected by the stench.

Material Component: A small scrap of cloth taken from clothing worn by a ghoul, or a pinch of earth from a ghoul's lair.

Invisibility
17
Will Negates (Harmless, Object)
1 Action
1 minute/level (D)
Personal or touch
Spell Resistance:Yes (harmless)
Components:V, S, M/DF
School:Illusion
Desc: The creature or object touched becomes invisible, vanishing from sight, even from darkvision. If the recipient is a creature carrying gear, that vanishes, too. If you cast the spell on someone else, neither you nor your allies can see the subject, unless you can normally see invisible things or you employ magic to do so.

Items dropped or put down by an invisible creature become visible; items picked up disappear if tucked into the clothing or pouches worn by the creature. Light, however, never becomes invisible, although a source of light can become so (thus, the effect is that of a light with no visible source). Any part of an item that the subject carries but that extends more than 10 feet from it becomes visible.

Of course, the subject is not magically silenced, and certain other conditions can render the recipient detectable (such as stepping in a puddle). The spell ends if the subject attacks any creature. For purposes of this spell, an attack includes any spell targeting a foe or whose area or effect includes a foe. (Exactly who is a foe depends on the invisible character's perceptions.) Actions directed at unattended objects do not break the spell. Causing harm indirectly is not an attack. Thus, an invisible being can open doors, talk, eat, climb stairs, summon monsters and have them attack, cut the ropes holding a rope bridge while enemies are on the bridge, remotely trigger traps, open a portcullis to release attack dogs, and so forth. If the subject attacks directly, however, it immediately becomes visible along with all its gear. Spells such as bless that specifically affect allies but not foes are not attacks for this purpose, even when they include foes in their area.

Invisibility can be made permanent (on objects only) with a permanency spell.

Arcane Material Component: An eyelash encased in a bit of gum arabic.

Knock
17
None
1 Action
Instantaneous
Medium (100 ft.+10 ft./level)
Spell Resistance:No
Components:V
School:Transmutation
Desc:The knock spell opens stuck, barred, locked, held, or arcane locked doors. It opens secret doors, as well as locked or trick-opening boxes or chests. It also loosens welds, shackles, or chains (provided they serve to hold closures shut). If used to open a arcane locked door, the spell does not remove the arcane lock but simply suspends its functioning for 10 minutes. In all other cases, the door does not relock itself or become stuck again on its own. Knock does not raise barred gates or similar impediments (such as a portcullis), nor does it affect ropes, vines, and the like. The effect is limited by the area. Each spell can undo as many as two means of preventing egress.
1
Spectral Hand
17
None
1 Action
1 minute/level (D)
Medium (100 ft.+10 ft./level)
Spell Resistance:No
Components:V, S
School:Necromancy
Desc: A ghostly, glowing hand shaped from your life force materializes and moves as you desire, allowing you to deliver low-level, touch range spells at a distance. On casting the spell, you lose 1d4 hit points that return when the spell ends (even if it is dispelled), but not if the hand is destroyed. (The hit points can be healed as normal.) For as long as the spell lasts, any touch range spell of 4th level or lower that you cast can be delivered by the spectral hand. The spell gives you a +2 bonus on your melee touch attack roll, and attacking with the hand counts normally as an attack. The hand always strikes from your direction. The hand cannot flank targets like a creature can. After it delivers a spell, or if the hand goes beyond the spell range, goes out of your sight, the hand returns to you and hovers.

The hand is incorporeal and thus cannot be harmed by normal weapons. It has improved evasion (half damage on a failed Reflex save and no damage on a successful save), your save bonuses, and an AC of at least 22. Your Intelligence modifier applies to the hand's AC as if it were the hand's Dexterity modifier. The hand has 1 to 4 hit points, the same number that you lost in creating it.
3rd LEVEL

Bands of Steel
18
Reflex Partial
1 Action
1 round/level
Medium (100 ft.+10 ft./level)
Spell Resistance:No
Components:V, S, M
School:Conjuration
Desc: You conjure a number of shining metallic bands out of thin air, encircling a Medium or smaller creature. The victim must succeed on a Reflex save or be immobilized (helpless). If the saving throw succeeds, the victim is only partially trapped by the bands (treat as entangled).

A creature immobilized by the bands can attempt escape as a full-round action, either by bursting free (Strength DC 18) or wriggling out (Escape Artist DC 18). An entangled creature can use a ful-round action to break or disentangle itself with a DC 13 Strength check or a DC 13 Escape Artist check. Large or Larger creatures are too big to be captured or impeded by bands.

Material Component: Three small silver hoops, interlocked.
1
Fireball
18
Reflex Half
1 Action
Instantaneous
Long (400 ft.+40 ft./level)
Spell Resistance:Yes
Components:V, S, M
School:Evocation
Desc: A fireball spell is an explosion of flame that detonates with a low roar and deals 1d6 points of fire damage per caster level (maximum 10d6) to every creature within the area. Unattended objects also take this damage. The explosion creates almost no pressure.

You point your finger and determine the range (distance and height) at which the fireball is to burst. A glowing, pea-sized bead streaks from the pointing digit and, unless it impacts upon a material body or solid barrier prior to attaining the prescribed range, blossoms into the fireball at that point. (An early impact results in an early detonation.) If you attempt to send the bead through a narrow passage, such as through an arrow slit, you must "hit" the opening with a ranged touch attack, or else the bead strikes the barrier and detonates prematurely.

The fireball sets fire to combustibles and damages objects in the area. It can melt metals with low melting points, such as lead, gold, copper, silver, and bronze. If the damage caused to an interposing barrier shatters or breaks through it, the fireball may continue beyond the barrier if the area permits; otherwise it stops at the barrier just as any other spell effect does.

Material Component: A tiny ball of bat guano and sulfur.

Flame Arrow
18
None
1 Action
10 minutes/level
Close (25 ft.+5 ft./2 levels)
Spell Resistance:No
Components:V, S, M
School:Transmutation
Desc: You turn ammunition (such as arrows, bolts, shuriken, and stones) into fiery projectiles. Each piece of ammunition deals an extra 1d6 points of fire damage to any target it hits. A flaming projectile can easily ignite a flammable object or structure, but it won't ignite a creature it strikes.

Material Component: A drop of oil and a small piece of flint.
+1
Lightning Bolt
18
Reflex Half
1 Action
Instantaneous
120 ft.
Spell Resistance:Yes
Components:V, S, M
School:Evocation
Desc: You release a powerful stroke of electrical energy that deals 1d6 points of electricity damage per caster level (maximum 10d6) to each creature within its area. The bolt begins at your fingertips.

The lightning bolt sets fire to combustibles and damages objects in its path. It can melt metals with a low melting point, such as lead, gold, copper, silver, or bronze. If the damage caused to an interposing barrier shatters or breaks through it, the bolt may continue beyond the barrier if the spell's range permits; otherwise, it stops at the barrier just as any other spell effect does.

Material Component: A bit of fur and an amber, crystal, or glass rod.
1
Vampiric Touch
18
None
1 Action
Special; See Text
Touch
Spell Resistance:Yes
Components:V, S
School:Necromancy
Desc:You must succeed on a melee touch attack. Your touch deals 1d6 points of damage per two caster levels (maximum 10d6). You gain temporary hit points equal to the damage you deal. However, you can't gain more than the subject's current hit points +10, which is enough to kill the subject. The temporary hit points disappear 1 hour later.
1
Phantom Steed
18
None
10 Minutes
1 hour/level
0 ft.
Spell Resistance:Noes
Components:V, S
School:Conjuration (Creation)
Desc:

You conjure a Large, quasi-real, horselike creature. The steed can be ridden only by you or by the one person for whom you specifically created the mount. A phantom steed has a black head and body, gray mane and tail, and smoke-colored, insubstantial hooves that make no sound. It has what seems to be a saddle, bit, and bridle. It does not fight, but animals shun it and refuse to attack it.

The mount has an AC of 18 (-1 size, +4 natural armor, +5 Dex) and 7 hit points +1 hit point per caster level. If it loses all its hit points, the phantom steed disappears. A phantom steed has a speed of 20 feet per caster level, to a maximum of 240 feet. It can bear its rider’s weight plus up to 10 pounds per caster level.

These mounts gain certain powers according to caster level. A mount’s abilities include those of mounts of lower caster levels.

8th Level: The mount can ride over sandy, muddy, or even swampy ground without difficulty or decrease in speed.

10th Level: The mount can use water walk at will (as the spell, no action required to activate this ability).

12th Level: The mount can use air walk at will (as the spell, no action required to activate this ability) for up to 1 round at a time, after which it falls to the ground.

14th Level: The mount can fly at its speed (average maneuverability).


Shrink Item
18
Will negates (object)
1 Action
One day/level; see text
Touch
Spell Resistance:Yes (object)
Components:V, S
School:Transmutation
Desc: You are able to shrink one nonmagical item (if it is within the size limit) to 1/16 of its normal size in each dimension (to about 1/4,000 the original volume and mass). This change effectively reduces the object’s size by four categories. Optionally, you can also change its now shrunken composition to a clothlike one. Objects changed by a shrink item spell can be returned to normal composition and size merely by tossing them onto any solid surface or by a word of command from the original caster. Even a burning fire and its fuel can be shrunk by this spell. Restoring the shrunken object to its normal size and composition ends the spell.

Shrink item can be made permanent with a permanency spell, in which case the affected object can be shrunk and expanded an indefinite number of times, but only by the original caster.
4th LEVEL
+1
Burning Blood
19
Fortitude Partial
1 Action
1 round/level
100ft + 10ft/level
Spell Resistance:Yes
Components:V, S, M
School:Necromancy
Desc: You taint a living creature's blood with hot, corrosive infusion, dealing 1d8 points of acid damage and 1d8 points of fire damage per round. The subject can attempt a Fortitude save each round to negate the damage, but a successful save does not prevent damage in future rounds. Searing pain limits the subject to a single move action in any round when it fails it Fortitude save.
Burning blood does not affect creatures on the construct, elemental, ooze, plant or undead types.
Material Component: A drop of blood and a pinch of saltpeter.

Ice Storm
19
None
1 Action
1 full round
Long (400 ft. + 40 ft./level)
Spell Resistance:Yes
Components:V, S, M/DF
School:Evocation
Desc: 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 storm’s effect, and all land movement within its area is at half speed. At the end of the duration, the hail disappears, leaving no aftereffects (other than the damage dealt).

Material Component: A pinch of dust and a few drops of water.