Divide the Light
Level: Sor/Wiz 5
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target/Area/Effect: One contiguous 10-ft. cube per level
Duration: 1 round/level (D)
Saving Throw: Will partial (See text)
Spell Resistance: Yes
You cause a chasm of darkness to part one area from another. Visually, this darkness resembles a rippling, opaque wall of shadow that fills one five foot cube of space per caster level. Unearthly cold fills this bleak void. Each 10-ft. cube of affected area must be immediately adjacent to another affected 10-ft. cube area.
Creatures within or passing through the area of effect are treated as though passing through difficult terrain, each square of movement costs two squares to move through. Creatures within the area of effect suffer 1d6 Cold damage per two caster levels at the beginning of each initiative pass that they remain within the area of effect. A successful Will save reduces this damage by one-half.
Creatures attempting to enter the area of effect must make a Will save. Creatures which fail their Will save suffer 1d6 points of Cold damage per two caster levels and are checked, unable to enter the area of effect. Creatures which failed their Will save can attempt to enter the area of effect again on their next intiative pass. Creatures which succeed on their Will save may enter and pass through the area of effect as detailed above, suffering only one-half Cold damage for the round in which they enter the area of effect.
The area of effect does obstruct line of sight and a creature that is entirely within the area of effect is effectively blind and has total concealment. The area of effect does not block line of effect.
Objects within or passing through the area of effect suffer damage as appropriate. Divide the damage dealt by 4 before applying the object's hardness.
Material Component: A piece of black cloth.