Spells / Freezing Sphere

Freezing Sphere

evocation cold
LevelArcanist 6, Elementalist Wizard 6, Magus 6, Sorcerer 6, Wizard 6Casting time1 standard actionRangelong (400 ft. + 40 ft./level)Durationinstantaneous or 1 round/level; see textSaving throwReflex half; see textComponentsV, S, F (a small crystal sphere)

Engine mechanics - what the game actually does

Damage1 d6coldscales per CL (cap 15)Reflex save halfapplies Staggered

1d6/CL (max 15d6) cold, Reflex half

Classified by SpellMechanics from this spell's own body text; the same object drives the game engine, the cards, and this page.

Description

Freezing sphere creates a frigid globe of cold energy that streaks from your fingertips to the location you select, where it explodes in a 40-foot-radius burst, dealing 1d6 points of cold damage per caster level (maximum 15d6) to each creature in the area. A creature of the water subtype instead takes 1d8 points of cold damage per caster level (maximum 15d8) and is staggered for 1d4 rounds. If the freezing sphere strikes a body of water or a liquid that is principally water (not including water-based creatures), it freezes the liquid to a depth of 6 inches in a 40-foot radius. This ice lasts for 1 round per caster level. Creatures that were swimming on the surface of a targeted body of water become trapped in the ice. Attempting to break free is a full-round action. A trapped creature must make a DC 25 Strength check or a DC 25 Escape Artist check to do so. You can refrain from firing the globe after completing the spell, if you wish. Treat this as a touch spell for which you are holding the charge. You can hold the charge for as long as 1 round per level, at the end of which time the freezing sphere bursts centered on you (and you receive no saving throw to resist its effect). Firing the globe in a later round is a standard action.