You gain energy resistance 3 cold.
|0||Fog Cloud||Summons a cloud of fog that bellows out from your hands. The fog obscures all sight, including dark vision, beyond 5 feet. The fog takes up a number of 5ft squares equal to 1/2 your caster level rounded up. This fog offers full concealment( 50% chance to miss). It lasts a number of minutes equal to 1/2 your caster level rounded up.|
|1||Water Breathing||You gain water breathing for a number of hours equal to 1/2 your caster level rounded up.|
|2||Frozen Weapon||You empower your weapon to be a force of winter. Your weapon does an additional 1 cold damage and slows anyone who is hit by it for a number of rounds equal to your wisdom modifier. This spell lasts a number of minutes equal to 1/2 your caster level rounded up. The target can avoid the extra effect by making a fort save.|
|3||Water Walking||You can tread on water as if was solid. This lasts a number of hours equal to 1/2 your caster level rounded up.|
|4||Control Water||You can raise or lower a body of water. You can raise or lower the water level of a body of water by a number of feet equal to your wisdom modifier. In extremely large and deep bodies of water, such as a deep ocean, the spell creates a whirlpool that sweeps ships and similar craft downward, putting them at risk and rendering them unable to leave by normal movement for the duration of the spell. You can do this in a number of 5ft squares equal to 1/2 your caster level rounded up and it lasts the same number of minutes.|
|5||Blast of Cold Air||You gain a ranged touch attack that blasts a target with cold air. This spell deals 1 cold damage and slows them for a number of rounds equal to your wisdom modifier. The ability lasts a number of minutes equal to 1/2 your caster level rounded up. The targets of this spell is subject to a fort save.|
|6||Speed of Winter||The next spell you cast is a swift action. This can only be used on water spells and casting this spell is a free action.|
|7||Body of Water||You turn entirely into water. You can only be harmed by staying on dry earth, magic, magic weapons and fire. If you are on dry earth you must make a fort save every round. If you pass you take 1 point of damage. This damage can be instantly healed by absorbing a number of gallons of water equal to the damage done in this way. You gain a touch attack that does 1 point of constitution damage by draining liquid out of the target. You can also flow through very small places such as the crack under a door or a grate in the street. This spell lasts a number of minutes equal to 1/2 your caster level rounded up.|
|8||Ice Storm||You create a localized ice storm. It deals 1 cold damage per round and slows any who are caught in the spells effect. It covers a number of 5ft squares equal to 1/2 your caster level rounded up and lasts a number of minutes equal to your wisdom modifier.|
|9||Summon Water Elemental||You create a water elemental that is under your control. You can spend a number of extra spell points equal to 1/2 your caster level rounded up to enhance this spell. If you do the monster gains a level point for each spell point spent in this way.You can communicate only basic commands, such as “come here,” “go there,” “fight,” “stand still,” and so on. Your commands are not telepathic. The creature must be able to hear you. The effect of this spell is permanent. You can only have one elemental under your control at a time. This spell takes 1 hour to cast.|
This is a domain of Poseidon.