Spell: Sleet Storm


Pathfinder First Edition General Discussion


I was talking to my friend and he mentioned to me the 3rd level druid/wizard/sorcerer spell sleet storm:

"Driving sleet blocks all sight (even darkvision) within it and causes the ground in the area to be icy. A creature can walk within or through the area of sleet at half normal speed with a DC 10 Acrobatics check. Failure means it can't move in that round, while failure by 5 or more means it falls (see the Acrobatics skill for details).

The sleet extinguishes torches and small fires."

I was amazed at what a great spell it was, besides slowing down the enemy and limiting their movement, it also does not allow save/SR.

I was wondering if anyone knew or can come up with anything additional that could take advantage of this spell or be used in juncture?


ryathas ruyonin-shar wrote:

I was talking to my friend and he mentioned to me the 3rd level druid/wizard/sorcerer spell sleet storm:

"Driving sleet blocks all sight (even darkvision) within it and causes the ground in the area to be icy. A creature can walk within or through the area of sleet at half normal speed with a DC 10 Acrobatics check. Failure means it can't move in that round, while failure by 5 or more means it falls (see the Acrobatics skill for details).

The sleet extinguishes torches and small fires."

I was amazed at what a great spell it was, besides slowing down the enemy and limiting their movement, it also does not allow save/SR.

I was wondering if anyone knew or can come up with anything additional that could take advantage of this spell or be used in juncture?

Sneak Attack while making the acrobatics check


Spacelard wrote:
ryathas ruyonin-shar wrote:

I was talking to my friend and he mentioned to me the 3rd level druid/wizard/sorcerer spell sleet storm:

"Driving sleet blocks all sight (even darkvision) within it and causes the ground in the area to be icy. A creature can walk within or through the area of sleet at half normal speed with a DC 10 Acrobatics check. Failure means it can't move in that round, while failure by 5 or more means it falls (see the Acrobatics skill for details).

The sleet extinguishes torches and small fires."

I was amazed at what a great spell it was, besides slowing down the enemy and limiting their movement, it also does not allow save/SR.

I was wondering if anyone knew or can come up with anything additional that could take advantage of this spell or be used in juncture?

Sneak Attack while making the acrobatics check

I'm not sure you can make a sneak attack, because wouldn't all targets within the area of effect have concealment?


Use their lack of mobility to use spells where the defendants' mobility is their main/only mean of escape: Black Tentacles, Wall of Iron (already mentioned in another thread), Cloud spells (Stinking, Incendiary, Kill), etc.

Actually, this begs the question of Reflex Save penalties when mobility is reduced: do they exist? I know of a -1 when Slowed, but nothing else come to mind.


ryathas ruyonin-shar wrote:

I was talking to my friend and he mentioned to me the 3rd level druid/wizard/sorcerer spell sleet storm:

"Driving sleet blocks all sight (even darkvision) within it and causes the ground in the area to be icy. A creature can walk within or through the area of sleet at half normal speed with a DC 10 Acrobatics check. Failure means it can't move in that round, while failure by 5 or more means it falls (see the Acrobatics skill for details).

The sleet extinguishes torches and small fires."

I was amazed at what a great spell it was, besides slowing down the enemy and limiting their movement, it also does not allow save/SR.

I was wondering if anyone knew or can come up with anything additional that could take advantage of this spell or be used in juncture?

Most encounters assume a flat and leveled ground but in the rare occasion where there the terrain features a definitive slope, sleet storm can be used to great effects (especially if the slope leads to a cliff or something).

'findel


Sleet Storm buys you time against grounded oppponents, typically 2 rounds or so. Gives you time to buff/position (make use of terrain features for ambush!).


You could sneak attack if you mimic Sleet Storm with Shadow Conjuration and the rogue sees through the illusion but the subject(s) don't. Since it's a cylinder you can hit flying opponents with it slowing them down as well. It's a solid 3rd level battlefield control spell, and if you can get it off in the first round before the enemy closes you can cut them off from their allies. Effectively dividing and conquering. Since it blocks line of sight it is also quite effective vs. casters or ranged attackers.


One caveat. The huge area of effect of Sleet Storm can make it persnickety for casting without an appropriate amount of space (40 ft plus to avoid catching friendlies), which may be a problem in interior spaces adventuring....


Robert Young wrote:
One caveat. The huge area of effect of Sleet Storm can make it persnickety for casting without an appropriate amount of space (40 ft plus to avoid catching friendlies), which may be a problem in interior spaces adventuring....

This is true, but same goes for fireball really.


meatrace wrote:
This is true, but same goes for fireball really.

Ahh, but you can aim a Fireball's burst up some to decrease its ground level reach. Can't do that with a cylinder.

The Exchange

Here's an interesting use...
I was playing a warmage in an old game (major rumble in a forest) and the opposition had a phoenix that flew around us setting the forest around ablaze, also allowing for their forces to escape. My warmage was casting sleet storm left and right so that the fires didn't spread enought to block our path. While the DM ruled it didn't extinguish the major blazes, but it helped a lot. It was open to interpretation, but that was an interesting use of sleet storm.


meatrace wrote:
You could sneak attack if you mimic Sleet Storm with Shadow Conjuration and the rogue sees through the illusion but the subject(s) don't.

I was going to recommend this, but you beat me to it. Sleet Storm is even better if the good guys can just ignore it 80% of the time!

Grand Lodge

It is nice in conjunction with spells like entangle and black tentacles, since it makes it harder to get out of the area of those effects.

This is open to DM interpretation, but sleet storm, cast outside, might satisfy the criteria for call lightning to be cast in a stormy area, to increase the damage to 3d10 per bolt.

If you are in a very hot area (like inside a volcano with lava pits), your DM may allow the sleet storm effect to reduce or eliminate fire damage from the environment for a short while.


Sleet storm works amazingly well for white dragons, too ;) They can see through it and they aren't slowed by the ice.

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