Icy Darkness
(Darkness Sphere)
School evocation (cold, darkness); Level vicar 20; Sphere darkness
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CASTING
Casting Time 1 round
Components V, S, DF
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EFFECT
Range long (400 ft. + 40 ft./level)
Area 500 ft.-radius-spread
Duration 3 days
Saving Throw none (see text); Spell Resistance no (see text)
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DESCRIPTION
You plunge an area into the icy chill of a palpable endless night. Illumination conditions immediately drop to supernatural darkness, effectively blinding all creatures within the area. A blinded creature has a 50% miss chance in combat (all opponents have total concealment), loses any Dexterity bonus to AC, takes a –2 penalty to AC, and takes a –4 penalty on Perception checks that rely on sight and most Strength- and Dexterity-based skill checks. The darkness is so thick that it prevents all forms of mundane or magical illumination (no torch can be lit, and no light spell can counter the effect), and impedes movement as the solid fog spell. Unlike fog cloud or solid fog, the mists of darkness are unaffected by winds.
While this darkness is in effect, the temperature within the spell’s area drops to 20° Fahrenheit. During the first day, all creatures suffer from the effects of cold and exposure. Any unprotected creature in the area must make a Fortitude save each hour (DC 10 + 1/2 your level + your Wisdom modifier) or take 1d6 points of nonlethal damage. A creature who has the Survival skill may receive a bonus on this saving throw and might be able to apply this bonus to other creatures as well (see the skill description). Cold and exposure deal nonlethal damage to the creature. A creature cannot recover from the damage dealt by a cold environment until she gets out of the cold and warms up again. Once a character has taken an amount of nonlethal damage equal to her total hit points, any further damage from a cold environment is lethal damage.
During the second day, the temperature within the area drops to –10° Fahrenheit and all creatures suffer from the effects of severe cold and exposure. Any unprotected creatures must make a Fortitude save once every 10 minutes (DC 10 + 1/2 your level + your Wisdom modifier, +1 per previous check), taking 1d6 points of nonlethal damage on each failed save. A creature who has the Survival skill may receive a bonus on this saving throw and might be able to apply this bonus to other characters as well. Creatures wearing a cold weather outfit only need check once per hour for cold and exposure damage. A creature who takes any nonlethal damage from extreme cold and exposure is beset by frostbite or hypothermia (treat her as fatigued). These penalties end when the creature recovers the nonlethal damage she took from the cold and exposure.
During the third day, the temperature within the area drops to -30° Fahrenheit and all creatures suffer from the effects of extreme cold and exposure. Any unprotected creatures takes 1d6 points of lethal damage once per minute (no save), plus 1 point of Dexterity damage and 1d4 points of nonlethal damage. A creature who takes any nonlethal damage from this cold or exposure is beset by extreme frostbite or hypothermia (treat her as exhausted). A successful Fortitude save (DC 10 + 1/2 your level + your Wisdom modifier, +1 per previous check) each round negates the Dexterity damage and nonlethal damage (including the exhausted condition), but not the cold damage.
This cold effect can be countered by endure elements, resist energy, or a similar magic.
In addition, once the third day’s effect takes place, ice coats all solid surfaces within the area, making the area slick. Any creature that moves through the area must make a successful Reflex save (DC 10 + 1/2 the vicar’s level + his Wisdom modifier) or fall prone. Whether a creature fails the saving throw or not, movement is limited to half its normal speed.