Winter is the night of the year under the cruel reign of frost and death - those too weak must flee or die. Yet without winter too many vermins would destroy the crops and plague animals and humans. The domains Air and Autumn are related to Winter, while it's opposed to Summer and Spring.
You gain the supernatural ability to evoke winterly conditions around you, usable a number of times per day equal to three + your Charisma modifier. This granted power has got the following effects when used:
Your divine focus sheds cold darkness in a 60-foot radius. All creatures (and objects) in the area gain concealment (20% miss chance) and your allies gain fire resistance 5 + 1/level in your relevant class. Even creatures that can normally see in such conditions (such as with darkvision or low-light vision) have the miss chance in this area. Normal lights (torches, candles, lanterns, and so forth) are incapable of brightening the area, as are light spells of third or lower level. Higher level light spells are not affected by this power. If your divine focus is placed inside or under a lightproof covering, the power's effects are blocked until the covering is removed.
The duration of this power is 10 minutes, but it is temporarily negated, if your divine focus is brought into an area of magical light (or vice versa), so that the otherwise prevailing light conditions exist in the overlapping areas of effect. This power counters or dispels any light spell of third or lower level.
You gain a +2 bonus to saving throws and checks against natural cold weather effects (see Cold Dangers and Ice Effects), even a failed save will not result in frostbite and therefore fatigue.
Your penalties for the adverse weather conditions snow, sleet, and hail to visibility range, ranged attacks and checks are halved (see Snow, Heavy Snow, Sleet, and Hail).
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