3.5 Super Tuesday
Spell - The Cold Still Air - LVL7
The Cold Still Air
Conjuration, Cold (Air) (Water)
Level: Sor/Wiz 7, Druid 7
Components: V, S, M (100gp clear gem)
Casting Time: 1 standard action
Target: 100×100×100 cube
Duration: 1 round per caster level
Saving Throw: Fortitude (half)
Spell Resistance: No
This spell allows the caster to conjure a large mass of super-cooled air from the stratosphere, or the elemental plane of air. This air is so cold and this that it freezes all who enter it, dealing 6d6 cold damage to creatures who pass through or remain in the area of effect each round (fortitude save for ½ damage). Creatures who failed their fortitude save are also affected by the thin air, becoming exhausted until they leave the area of effect, and for 2d6 rounds thereafter.
The spell component for this spell is a clear 100gp gem, which is consumed in the casting.