Druid Level 3
Custom Content
Corona of Cold
School:Evocation [Cold]
Components:V,S
Casting Time:1 Standard Action
Range:10 ft.
Target:10 ft. radius centered on you
Duration:1 Round/Level
Meta Magic:Still,Silent,Extend,Persist
As you complete the spell you feel your extremities turn ice cold, numb, and sluggish. The feeling subsides as the cold drains away from your body into the air around you, causing your breath to emerge as white puffs in the now-chill air. You are surrounded by a protective aura of cold that also causes damage to others within its radius. You gain resistance to fire 10. Starting in the round you cast the spell, corona of cold also deals 1d12 points of damage each round at the beginning of your turn to all other creatures within the area. A successful save prevents the damage caused by the spell in that round does not prevent damage in future rounds. Creatures damaged by the spell shiver uncontrollably, taking a -2 penalty to their Strength and Dexterity and moving at half speed for the remainder of the round. These penalties do not stack with consecutive rounds of damage.
Dehydrate
School:Necromancy
Components:V,S
Casting Time:1 Standard Action
Range:Medium
Target:One Living Creature
Duration:Instant
Saving Throw:Fortitude negates
Spell Resistance:Yes
Meta Magic:Still,Silent,Quicken,Maximize,Empower
With a squeezing gesture, you indicate your target and see sweat pour off it.
You afflict the target with a horrible, desiccating curse that deals 1d6 of Constitution damage, plus 1 additional point of Constitution damage per three caster levels, to a maximum of 1d6+5 at 15th level. Oozes, plants, and creatures with the aquatic subtype are more susceptible to this spell then other targets. Such creatures take 1d8 points of Constitution damage, plus 1 additional point of Constitution damage per three caster levels, to a maximum of 1d8+5.