Pengizu Spells






Murk and Gloom 

School Transmutation Level Drd 1, Clr 1, Sor/Wiz 2 

Casting Time 1 standard action 

Components V,S,M 

Range Medium (100 ft. + 10 ft./level) 

Area 10 ft./level radius sphere 

Duration 1 round/level 

Saving Throw None 

Spell Resistance No 

You are able to call forth sand and sediment, and cause an area of water to become dark and gloomy, greatly effecting visibility in the area. Even creatures adapted to marine life will be affected as the water becomes thick with dirt. The visibility range in the affected area of water is reduced as if the water was gloomy. This spell has no effect on water that is already classified as gloomy. 

Material Component A handful of dirt. 
Solid Ice 

School Transmutation; Level Clr 5, Drd 4, Sor/Wiz 5 

Components V, S 

Casting Time 1 action 

Range Medium (100 ft. + 10 ft./level) 

Area 10 ft. radius/level 

Duration 10 minutes/level 

Saving Throw None 

Spell Resistance No 

This spell may only be cast upon a body of water. You create a solid, continuous sheet of ice that forms on the surface of the water and goes down to a depth of 10 ft., providing a stable sheet of ice. The surface of the ice is a bit coarse and characters can walk upon it as normal. Running requires an Acrobatics skill check (DC 15). Riding a horse upon it requires a Ride skill check (DC 20). Anyone failing these checks will slip and fall and must make another skill check to regain their feet. This spell can be cast at the water in front of a moving ship so that it may sail into it, or at the water surrounding a ship so that it will be locked in solid ice. Treat a moving ship that is suddenly surrounded by ice as if it had rammed into it. 
Whirlwind of Ice 

School Evocation [Cold] Level Drd 1 

Casting Time 1 standard action 

Components V 

Range 5 ft. 

Area 5-ft.-radius spherical emanation centred on you 

Duration 1 round/level (D) 

Saving Throw Reflex half 

Spell Resistance Yes 

This spell creates a whirling cloud of icy shards about you. All creatures except you caught within or moving into the area of effect take 1d4 points of cold damage and 1d4 points of slashing damage. A successful Reflex save halves all damage.

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