Page values for "Precipitate"
"Rituals" values
| Name | Precipitate |
| Sphere | Weather |
| Level | 1 |
| CastingTime | 5 minutes |
| ScrollTime | 1 standard action |
| Components | blessed tokens worth 5 gp |
| Focus | |
| RitualRange | |
| Duration | Concentration, up to 1 round/caster level |
| SavingThrow | |
| SpellResistance | |
| Short | Creates driving rain, sleet, or snow. |
| Fluff | |
| Description | You create driving rain in the ritual’s area if the temperature is above 5 degrees Celsius, sleet or rain instead if the air temperature is between 5 degrees Celsius and freezing, and sleet or snow if the air temperature is freezing or below. The precipitation blocks all sight (including darkvision) beyond 5 feet. A creature 5 feet away has concealment (attacks have a 20% miss chance), while creatures farther away have total concealment (50% miss chance, and the attacker cannot use sight to locate the target). In addition, each type of precipitation has an additional effect: Rain: Small, unprotected mundane flames (such as candles, torches, and campfires of Tiny size) are extinguished by the driving rain. There is no effect on fire creatures or magical flames. Sleet: Ground in the area becomes slick and icy, so creatures can move safely only at one-half speed. Creatures moving at full speed must make an Acrobatics check DC 10, with failure indicating that the creature cannot move on the ice, and failure by 5 points or more meaning that the creature falls prone. Snow: Ground in the area becomes icy and snow accumulates. Creatures can move only at one-half speed, and no running or charging is possible. Even moving at one-half speed, a creature must make an Acrobatics check DC 10, with failure indicating that the creature cannot move and failure by 5 points or more meaning that the creature falls prone. |
