BARD SPELLS
2nd LEVEL
Hydrate: Heals dessication damage.
3rd LEVEL
Tormenting Thirst: Subject is overwhelmed by thirst.
4th LEVEL
Dispel Water: Cancels water spells and effects or dismisses water creatures.
6th LEVEL
Mephit Mob: Summons 2d6 mephits of a kind you designate.
CLERIC SPELLS
1st LEVEL
Cloak of Shade: Touched creature gains protection from heat and sun.
Locate Water: Reveals location, size, and quality of water sources.
2nd LEVEL
Desiccate: Deals 1d6/2 levels dessication damage and dehydrates living creature.
Freedom of Breath: Protects against suffocation and dangerous vapors.
Hydrate: Heals dessication damage.
3rd LEVEL
Black Sand: Creates a 20-ft.-radius area of black sand.
Control Sand: Raise or lower the level of sand.
Haboob: Cloud of dust obscures sight and abrades those passing through it.
Protection from Dessication: Absorb 10 points/level of dessication damage.
Soul of the Waste: Meld into surrounding sand.
4th LEVEL
Wall of Salt: Wall of salt that can be shaped.
Wall of Sand: Wall impedes movement, obscures vision, and blocks some attacks.
Wall of Water: Wall impedes movement and can drown creatures.
5th LEVEL
Choking Sands: Touched creature begins to suffocate on sand.
Dispel Water: Cancels water spells and effects or dismisses water creatures.
Flaywind Burst: Cone blows away and knocks down smaller creatures and deals 1d6 damage/level.
Parboil: Flash-heated air deals fire and Intelligence damage to one or more creatures.
Wall of Magma: Deals 2d6 fire damage out to 10 ft. and 1d6 out to 20 ft. Passing through wall deals 5d6 damage +1/level.
6th LEVEL
Desiccate, Mass: Desiccates several creatures.
Mummify: Touched living creature dies and is mummified.
Symbol of Thirst: Triggered rune overwhelms nearby creatures with thirst.
8th LEVEL
Flashflood: Wave of water smashes everything in its path and floods area.
9th LEVEL
Mantle of the Fiery Spirit: Permanently grants one creature the fire subtype.
DOMAINS
NOBILITY DOMAIN
Granted Power: You have the spell-like ability to inspire allies, giving them a +2 morale bonus on saving throws, attack and damage rolls, ability checks, and skill checks. Allies must be able to hear you speak for 1 round. Using this ability is a standard action. It lasts a number of rounds equal to your Charisma bonus and can be used once per day.
Nobility Domain Spells
- Divine Favor: You gain +1 per three levels on attack and damage rolls.
- Enthrall: Captivates all within 100 ft. + 10 ft./level.
- Magic Vestment: Armor or shield gains +1 enhancement per four levels.
- Discern Lies: Reveals deliberate falsehoods.
- Greater Command: As command, but affects one subject/level.
- Geas/Quest: As lesser geas, plus it affects any creature.
- Repulsion: Creatures can’t approach you.
- Demand: As sending, plus you can send suggestion.
- Storm of Vengeance: Storm rains acid, lightning, and hail.
REPOSE DOMAIN
The Repose domain is similar to the Death domain, but is granted by good-aligned deities whose clerics are barred from casting evil spells.
Granted Power: The character may use a death touch once per day. The death touch is a spell-like ability that is a death effect. The character must succeed at a melee touch attack against a living creature (using the rules for touch spells). When the character touches, roll 1d6 per his or her cleric level. If the total at least equals the creature’s current hit points, it dies.
Repose Domain Spells
- Deathwatch: Reveals how near death subjects within 30 ft. are.
- Gentle Repose: Preserves one corpse.
- Speak with Dead: Corpse answers one question/two levels.
- Death Ward: Grants immunity to death spells and negative energy effects.
- Slay Living: Touch attack kills subject.
- Undeath to Death: Slays 1d4 HD of undead creatures per caster level (max 20d4).
- Destruction: Kills subject and destroys remains.
- Surelife: Protects caster from specified natural death.
- Wail of the Banshee: Kills one creature/level.
RUNE DOMAIN
Granted Power: Free Scribe Scroll feat.
Rune Domain Spells
- Erase: Mundane or magical writing vanishes.
- Secret Page: Changes one page to hide its real content.
- Glyph of Warding: Inscription harms those who pass it.
- Explosive Runes: Deals 6d6 damage when read.
- Lesser Planar Binding: Traps extraplanar creature of 6 HD or less until it performs a task.
- Greater Glyph of Warding: As glyph of warding, but up to 10d8 damage or 6th-level spell.
- Instant Summons: Prepared object appears in your hand.
- Symbol of Death: Triggered rune slays nearby creatures.
- Teleportation Circle: Circle teleports any creature inside to designated spot.
SAND DOMAIN
Granted Powers: Once per day, you can shape a small amount of sand into any solid object you can imagine, up to 8 cubic feet in volume. You can shape one object or several, up to a number equal to your Wisdom bonus, as long as the total volume does not exceed 8 cubic feet.
You must make a special Wisdom check (d20 + your Wis modifier + 1/2 your cleric level) against a DC determined by the size and complexity of the item. The item to be created has a base DC of 5, plus the modifiers on the table below. Each attempt to create an item requires a number of minutes equal to its DC. You can take 10 or take 20 on this check.
Item Complexity |
Modifier |
Fine details |
+2 |
Functioning tool |
+2 |
Functioning armor/weapon |
+5 |
Multiple parts |
+5 |
Masterwork version |
+10 |
Moving parts |
+10 |
Created items persist for 1 minute per cleric level, and can only be solid objects. The objects created have no magical properties, though they radiate faint transmutation magic. All items created in this fashion have hardness 5 and hit points as follows: Fine 1, Diminutive 2, Tiny 3, Small 5, Medium 8, Large 10.
Domain Spells
- Waste Strider: Move through waste without penalties.
- Black Sand: Creates a 20-ft.-radius area of black sand.
- Haboob: Swirling grit obscures vision, blows smaller creatures over, and deals nonlethal damage.
- Blast of Sand: Cone deals 1d6 damage/level.
- Flaywind Burst: Blows away and knocks down smaller creatures and deals 1d6 damage/level.
- Awaken Sand: A region of sand forms into a Huge, sentient creature.
- Vitrify: Melts sand into glass.
- Desert Binding: Imprisons creature as sand in an hourglass or wind in the waste.
- Summon Desert Ally IX: Calls dustform creature to fight.
SUMMER DOMAIN
Granted Powers: You are considered a native of the waste for purposes of heat resistance (you have 1 level of protection). During the summer season, you gain a +2 bonus on all Wisdom-based skill checks.
Domain Spells
- Impede Sun’s Brilliance: Diminishes the heat and light of the sun in an area.
- Sunstroke: Target takes 2d6 nonlethal damage and is fatigued.
- Protection from Dessication: Absorb 10 points/level of dessication damage.
- Skin of the Cactus: Grants natural armor, thorns, and resistance to dehydration.
- Unearthly Heat: Target is subjected to unearthly heat for 1 round/level.
- Sunbeam: Beam blinds and deals 4d6 damage.
- Control Weather: Changes weather in local area.
- Sunburst: Blinds all within 10 ft., deals 6d6 damage.
- Storm of Vengeance: Storm rains acid, lightning, and hail.
THIRST DOMAIN
Granted Powers: Rebuke or command oozes as an evil cleric rebukes or commands undead. Use this ability a total number of times per day equal to 3 + your Charisma modifier. You also gain a +2 bonus on Constitution checks to resist dehydration.
Domain Spells
- Parching Touch: One touch/level deals 1d6 damage and possibly 1 Con damage.
- Desiccate: Deals 1d6/2 levels desiccation damage and dehydrates living creature.
- Tormenting Thirst: Subject is overwhelmed by thirst.
- Dispel Water: Cancels water spells and effects or dismisses water creatures.
- Desiccate, Mass: Desiccates several creatures.
- Symbol of Thirst: Triggered rune overwhelms nearby creatures with thirst.
- Mephit Mob: Summons multiple mephits. Dust, salt, or sulfur mephits only.
- Horrid Wilting: Deals 1d6 damage/level within 30 ft.
- Energy Drain: Subject gains 2d4 negative levels.
DRUID SPELLS
1st LEVEL
Cloak of Shade: Touched creature gains protection from heat and sun.
Impede Sun’s Brilliance: Diminishes the heat and light of the sun in an area.
Locate Water: Reveals location, size, and quality of water sources.
Summon Desert Ally I: Calls dustform creature to fight.
Sunstroke: Target takes 2d6 nonlethal damage and is fatigued.
Waste Strider: Move through the wasteland without penalties.
2nd LEVEL
Desiccate: Deals 1d6/2 levels dessication damage and dehydrates living creature.
Freedom of Breath: Protects against suffocation and dangerous vapors.
Halo of Sand: Swirling sand grants +1 deflection bonus/3 levels.
Hydrate: Heals dessication damage.
Protection from Dessication: Absorb 10 points/level of dessication damage.
Scimitar of Sand: Sand sword deals 1d6 damage +1/2 levels and renders target dehydrated.
Summon Desert Ally II: Calls dustform creature to fight.
3rd LEVEL
Control Sand: Raise or lower the level of sand.
Haboob: Cloud of dust obscures sight and abrades those passing through it.
Soul of the Waste: Meld into surrounding sand.
Storm Mote: Dust devil of flensing sand.
Summon Desert Ally III: Calls dustform creature to fight.
Whispering Sand: Sand delivers your message.
4th LEVEL
Blast of Sand: Cone deals 1d6 damage/level.
Dispel Water: Cancels water spells and effects or dismisses water creatures.
Sandform: You become an oozelike being of sand.
Searing Exposure: Target suffers hours of wasteland exposure in a moment.
Skin of the Cactus: Grants natural armor, thorns, and resistance to dehydration.
Slipsand: Creates a volume of slipsand.
Summon Desert Ally IV: Calls dustform creature to fight.
Wall of Salt: Wall of salt that can be shaped.
Wall of Sand: Wall impedes movement, obscures vision, and blocks some attacks.
Wall of Water: Wall impedes movement and can drown creatures.
5th LEVEL
Choking Sands: Touched creature begins to suffocate on sand.
Flaywind Burst: Cone blows away and knocks down smaller creatures and deals 1d6 damage/level.
Flesh to Salt: Turns creature into a statue of salt.
Fuse Sand: Hardens sand and may trap creatures.
Sleep Mote: Dust devil of magic sand puts foes to sleep.
Summon Desert Ally V: Calls dustform creature to fight.
Transmute Sand to Glass: Transforms two 10-ft. cubes per level.
Transmute Sand to Stone: Transforms two 10-ft. cubes per level.
Transmute Stone to Sand: Transforms two 10-ft. cubes per level.
6th LEVEL
Awaken Sand: A region of sand forms into a Huge, sentient creature.
Desiccate, Mass: Desiccates several creatures.
Mephit Mob: Summons 2d6 mephits of a kind you designate.
Mummify: Touched living creature dies and is mummified.
Sandstorm: Creates a controlled duststorm.
Scalding Mud: Transmute rock or earth into boiling muck.
Summon Desert Ally VI: Calls dustform creature to fight.
Wall of Magma: Deals 2d6 fire damage out to 10 ft. and 1d6 out to 20 ft. Passing through wall deals 5d6 damage +1/level.
7th LEVEL
Flesh to Salt, Mass: Turns several creatures into statues of salt. Summon Desert Ally VII. Calls dustform creature to fight.
8th LEVEL
Flashflood: Wave of water smashes everything in its path and floods area.
Mantle of the Fiery Spirit: Permanently grants one creature the fire subtype.
Summon Desert Ally VIII: Calls dustform creature to fight.
9th LEVEL
Summon Desert Ally IX: Calls dustform creature to fight.
PALADIN SPELLS
2nd LEVEL
Freedom of Breath: Protects against suffocation and dangerous vapors.
Hydrate: Heals dessication damage.
RANGER SPELLS
1st LEVEL
Impede Sun’s Brilliance: Diminishes the heat and light of the sun in an area.
Locate Water: Reveals location, size, and quality of water sources.
Summon Desert Ally I: Calls dustform creature to fight.
Waste Strider: Move through the wasteland without penalties.
2nd LEVEL
Freedom of Breath: Protects against suffocation and dangerous vapors.
Halo of Sand: Swirling sand grants +1 deflection bonus/3 levels.
Hydrate: Heals dessication damage.
Protection from Dessication: Absorb 10 points/level of dessication damage.
Summon Desert Ally II: Calls dustform creature to fight.
3rd LEVEL
Haboob: Cloud of dust obscures sight and abrades those passing through it.
Skin of the Cactus: Grants natural armor, thorns, and resistance to dehydration.
Summon Desert Ally III: Calls dustform creature to fight.
4th LEVEL
Slipsand: Creates a volume of slipsand.
Summon Desert Ally IV: Calls dustform creature to fight.
SORCERER/WIZARD SPELLS
1st LEVEL
Div
Locate Water: Reveals location, size, and quality of water sources.
Necro
Parching Touch: One touch/level deals 1d6 dessication damage and possibly 1 Con damage.
Trans
Sunstroke: Target takes 2d6 nonlethal damage and is fatigued.
2nd LEVEL
Conj
Ashstar: Hovering construct dehydrates a wounded creature.
Evoc
Scimitar of Sand: Sand sword deals 1d6 damage +1/2 levels and renders target dehydrated.
Necro
Desiccate: Deals 1d6/2 levels dessication damage and dehydrates living creature.
3rd LEVEL
Abjur
Protection from Dessication: Absorb 10 points/level of dessication damage.
Conj
Haboob: Cloud of dust obscures sight and abrades those passing through it.
Ench
Tormenting Thirst: Subject is overwhelmed by thirst.
Evoc
Body Blaze: You are surrounded by fire and leave a wall-like trail of flame in your wake.
Storm Mote: Dust devil of flensing sand.
Trans
Whispering Sand: Sand delivers your message.
4th LEVEL
Conj
Blast of Sand: Cone deals 1d6 damage/level.
Desert Diversion: Those attempting planar travel are diverted to a random wasteland.
Wall of Salt: Wall of salt that can be shaped.
Wall of Sand: Wall impedes movement, obscures vision, and blocks some attacks.
Wall of Water: Wall impedes movement and can drown creatures
Evoc
Parboil: Flash-heats air dealing fire and Intelligence damage to one or more creatures.
Searing Exposure: Target suffers hours of wasteland exposure in a moment.
Necro
Wither: Deals 1d6/level dessication damage and dehydrates living creature.
Trans
Fuse Sand: Hardens sand and may trap creatures.
Sandform: You become an oozelike being of sand.
5th LEVEL
Abjur
Antifire Sphere: Creatures within sphere gain immunity to fire damage.
Dispel Water: Cancels water spells and effects or dismisses water creatures.
Conj
Wall of Magma: Deals 2d6 fire damage out to 10 ft. and 1d6 out to 20 ft. Passing through wall deals 5d6 damage +1/level.
Ench
Sleep Mote: Dust devil of magic sand puts foes to sleep.
Evoc
Flaywind Burst: Blows away and knocks down smaller creatures and deals 1d6 damage/level.
Necro
Choking Sands: Touched creature begins to suffocate on sand.
Trans
Flesh to Salt: Turns creature into a statue of salt.
Transmute Sand to Glass: Transforms two 10-ft. cubes per level.
Transmute Sand to Stone: Transforms two 10-ft. cubes per level.
Transmute Stone to Sand: Transforms two 10-ft. cubes per level.
Unearthly Heat: Target is subjected to unearthly heat for 1 round/level.
6th LEVEL
Ench
Symbol of Thirst: Triggered rune overwhelms nearby creatures with thirst.
Necro
Ashen Union: Drains moisture from a creature, possibly killing it and destroying its body.
Desiccate, Mass: Desiccates several creatures.
Mummify: Touched living creature dies and is mummified.
Trans
Scalding Mud: Transmute rock or earth into boiling muck.
7th LEVEL
Trans
Flesh to Salt, Mass: Turns several creatures into statues of salt.
Vitrify: Melts sand into glass.
8th LEVEL
Abjur
Transcribe Symbol: Safely moves an untriggered magical symbol to another location.
Ench
Desert Binding: Imprisons creature as sand in an hourglass or wind in the waste
|
Abjuration
Level: Sorcerer/wizard 5
Components: V, S
Casting Time: 1 standard action
Range: Touch
Area: 10-ft.-radius emanation from touched creature
Duration: 10 min./level
Saving Throw:Will negates (harmless)
Spell Resistance: No; see text
You bring into being a mobile, spherical energy field that
protects against fire.
All creatures within the area of the spell gain immunity to
fire damage.
In addition, the sphere prevents the entrance of any
creature with the fire subtype and hedges out such
creatures that are in the area when the spell is cast.
You must overcome a creature�s spell resistance to keep it at
bay.
Abjuration
Level: Cleric 1, druid 1
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 hour/level (D)
Saving Throw: None
Spell Resistance: Yes (harmless)
The subject is wrapped in an envelope of perfect shade.
Inside the cloak, the temperature is one band lower than
the actual temperature (see Heat Dangers, page 12), but the
spell has no effect on unearthly or hotter heat, nor does it
offer any protection against fire damage.
The target is treated as though it is in shade, thereby
protected from sunburn, able to begin recovering from sun
glare, and able to begin healing nonlethal damage taken
from exposure to heat.
Cloak of shade has no effect on light, daylight, sunburst, and
similar magical light effects, and it offers no protection
from damage that creatures vulnerable to sunlight might
take from the sun.
Abjuration
Level: Bard 4, cleric 5, druid 4, sorcerer/wizard 5, Thirst 4
Components: V, S
Casting Time: 1 standard action
Range:Medium (100 ft. + 10 ft./level) Target or Area: See text
Duration: Instantaneous
Saving Throw: See text
Spell Resistance: See text
You call on the power of the waste to counter and dismiss
water creatures, spells, and effects.
However, dispel water cannot counter an instantaneous spell
or effect.
You choose to use dispel water in one of three ways: to dry
up a body of water, to counter a water-based spell or effect,
or to dismiss an extraplanar creature of the water subtype.
Dry Up Water: This effect instantly destroys 200 cubic feet
of water per level.
Remaining water rushes in to fill the void.
Cast in a large body of water, such as an ocean, the
destruction of 1,000 or more cubic feet of water produces a
strong current that pulls boats and creatures down.
Creatures caught in the current must make a DC 20 Swim
check to avoid going under.
A creature that fails the Swim check is pulled down to a
depth of 10 feet per caster level and must hold its breath or
begin to drown (see page 304 of the Dungeon Master�s Guide).
The current might capsize vessels: The chance is 95% for a
craft shorter than 20 feet long, 50% for one from 20 to 60
feet long, and 20% for one over 60 feet long.
Counterspell: Used in this way, dispel water targets a
spellcaster and is cast as a counterspell .
It only counters spells and spell-like abilities that have the
water descriptor, or appear on the Water domain spell list,
or clearly involve water (such as create food and water, sleet
storm, and wall of ice).
To successfully counter the other spell, you must make a
dispel check (1d20 + your caster level, maximum +20)
against a DC equal to 11 + the spell�s caster level.
Dismiss Water Creature: Cast in this way, dispel water targets a
single extraplanar creature of the water subtype within
range.
The creature can negate the effect with a successful Will
save (and its spell resistance, if any, applies).
If it fails to save or resist the spell, the creature is forced
back to its home plane.
Abjuration
Level: Cleric 2, druid 2, paladin 2, ranger 2
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 10 min./level
Saving Throw:Will negates (harmless)
Spell Resistance: Yes (harmless)
The subject can breathe freely in conditions that ordinarily
inhibit respiration, such as sandstorms.
While freedom of breath is in effect, the subject does not
make Constitution checks to avoid the onset of suffocation
unless no breathable substance is available (such as for a
human underwater or buried under sand).
The spell also protects against stenches, such as those
produced by a troglodyte or a stinking cloud spell.
The subject does not have to make saves or checks against
nausea and similar effects from strong odors.
Freedom of breath also grants a +2 bonus on Fortitude saves
and Constitution checks to resist poisonous vapors, such as
those from a volcanic caldera or a cloudkill spell, for the
duration of the spell.
Material Component: A sliver of mica.
Abjuration [Earth]
Level: Druid 2, ranger 2
Components: V, S, DF
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 10 min./level
Halo of sand creates a thin band of sand that swirls and
twists around your body, helping to deflect incoming
attacks.
The sand does not make it difficult for others to see you,
but it grants a +1 deflection bonus to AC.
This deflection bonus increases by 1 for every three caster
levels above 3rd, to a maximum of +4 at caster level 12th.
Abjuration
Level: Druid 1, ranger 1, Summer 1
Components: S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Area: Cylinder (10-ft. radius, 20 ft. high)
Duration: 10 min./level (D)
Saving Throw: None
Spell Resistance: No
This spell reduces the sun�s light to a comfortable glow in a
stationary area, dropping the temperature by 20 degrees.
Creatures inside the effect gain a one-step improvement in
protection against heat, are not subject to sunburn, and can
begin to recover from sun glare and nonlethal damage due
to heat (see Chapter 1).
Impede sun�s brilliance has no effect on light, daylight, sunburst,
and similar magical light effects, and it offers no protection
from damage that creatures vulnerable to sunlight might
take from the sun.
Abjuration
Level: Cleric 3, druid 2, ranger 2, sorcerer/wizard 3,
Summer 3
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target: Living creature touched
Duration: 10 min./level or until discharged
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)
The warded creature gains temporary immunity to
dehydration of any kind.
While protected by the spell, the subject cannot become
dehydrated even if it takes dessication damage.
Once the spell has prevented a total of 10 points of damage
from dehydration per caster level (maximum 100 points),
whether that damage is dessication damage or nonlethal
damage, it is discharged.
Abjuration
Level: Druid 4, ranger 3, Summer 4
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Living creature touched
Duration: 10 min./level
Saving Throw: None
Spell Resistance: Yes (harmless)
This spell grants a living creature the toughness, resilience,
and needles of a cactus.
The effect grants a +3 enhancement bonus to the creature�s
existing natural armor bonus.
This enhancement bonus increases to +4 at caster level 10th
and to a maximum of +5 at caster level 13th.
In addition to the enhancement bonus, skin of the cactus
causes the subject to grow needles from its skin, clothing,
or armor.
Any creature grappling the subject or striking it with
natural weapons takes 1d6 points of piercing damage from
the needles.
Finally, the subject of this spell is protected from nonlethal
damage due to dehydration.
Skin of the cactus provides the subject with a +4 bonus on
saves to resist becoming dehydrated from heat or exposure,
but it offers no protection against dessication damage or
spells that cause a target to become dehydrated.
The enhancement bonus provided by skin of the cactus stacks
with the target�s natural armor bonus, but not with other
enhancement bonuses to natural armor.
A creature without natural armor has an effective natural
armor bonus of +0, much as a character wearing only
normal clothing has an armor bonus of +0.
Material Component: A cactus spine.
Abjuration
Level: Repose 8
Components: V, S, M
Casting Time: 1 round
Range: Personal
Target: You
Duration: 1 min./level
This spell protects you against some condition�such as
being immersed in boiling oil or buried under an
avalanche�that would ordinarily cause certain death.
You can protect yourself only against a natural occurrence
or nonmagical condition, not against a spell or the action of
a creature (such as the breath of a dragon or the swords of a
group of bandits).
At the time of the casting, you must specify the condition
against which you wish to protect yourself, and the spell is
effective against only that condition.
Should you be subjected to that condition during the
duration of the spell, you feel no discomfort and take no
damage from the condition, though the spell does not
protect any items you carry.
If you are still subject to the condition at the end of the
spell�s duration, you experience its full normal effects.
Material Component: An ointment of peach syrup and
cinnabar.
Abjuration
Level: Rune 8, sorcerer/wizard 8
Components: V, S, F
Casting Time: 1 standard action
Range: Touch
Target:Magic symbol touched
Duration: 10 minutes or until discharged
Saving Throw: None
Spell Resistance: No
You place a protective spell upon your hand that allows you
to touch an untriggered magic sigil (such as a glyph of
warding or symbol of death), and even move it, without
triggering it.
To pick up the symbol in this manner, you must make a
successful caster level check (DC 20 + spell level).
Failure indicates that you trigger the magic sigil.
If the check is successful, you transfer the sigil to your
hand.
You can then use a standard action to place it upon a surface
of the sort on which it can normally be inscribed.
The transferred sigil works normally thereafter and retains
its original triggering conditions, although its new location
might make those conditions difficult or impossible to
achieve.
You can maintain the magic sigil on your hand as long as
you concentrate, up to the duration of the spell.
If your concentration lapses or the spell duration expires
while the sigil is stored, it immediately triggers upon you
(and only you), even if you would normally not meet its
trigger conditions.
The effect has the same saving throw and spell resistance
aspects as the original sigil did.
The only safe way to rid yourself of a stored sigil is to place
it upon a suitable surface.
Focus: A piece of slate that is smooth on one side.
Conjuration (Creation) [Evil]
Level: Sorcerer/wizard 2
Components: V, S
Casting Time: 1 standard action
Range:Medium (100 ft. + 10 ft. level)
Effect: One ashstar; see text
Duration: 1 round/level
Saving Throw: Fortitude negates
Spell Resistance: No
You create a magical construct called an ashstar.
It shoots from your hand and hovers in the air anywhere
within the limit of the range.
Each round, you can move the ashstar anywhere within
range by spending a move action to concentrate on the new
position.
The ashstar gives off a reddish light, akin to the hazy light
within a sandstorm, providing shadowy illumination in a
20-foot radius.
A creature you designate within 10 feet of the ashstar that
takes damage from any source must make a Fortitude
saving throw.
On a failed save, the damage is considered dessication
damage, and the victim becomes dehydrated.
An ashstar can be attacked as if it were an object.
It has hardness 10 and 20 hit points.
Conjuration (Creation) [Earth]
Level: Druid 4, Sand 4, sorcerer/wizard 4
Components: V, S, M
Casting Time: 1 standard action
Range: 30 ft.
Area: Cone-shaped burst
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: No
Sand sprays from your outstretched palm with enough
force to strip flesh from bone and scour surfaces.
The spell deals 1d6 points of damage per caster level
(maximum 10d6).
Do not divide damage from sand scour by four when
applying it to objects.
Material Component: A pinch of sand.
Conjuration (Teleportation)
Level: Sorcerer/wizard 4
Components: V, S
Casting Time: 1 standard action
Range:Medium (100 ft. + 10 ft./level)
Effect: Ray
Duration: 1 min./level
Saving Throw: None
Spell Resistance: Yes
A gray ray flecked with red springs from your outstretched
hand.
You must make a ranged touch attack to hit the target.
A target struck is covered with a glittering red field that
usurps some forms of planar travel.
Forms of travel taken over by desert diversion include
dimension door, ethereal jaunt, etherealness, gate, greater teleport,
plane shift, shadow walk, teleport, teleport object, teleportation
circle, and similar spells and spell-like abilities.
If the subject of desert diversion casts one of the above spells,
he and those traveling with him (or anyone using the gate
or teleportation circle) are diverted.
This spell can also be cast upon a gate or teleportation circle,
thereafter diverting all who use the affected spell for the
duration of desert diversion.
Subjects are diverted to a wasteland location, chosen by the
caster or randomly determined.
Until desert diversion ends or is dispelled, the subjects of the
spell cannot use any of the abovementioned spells to travel
from the area.
If they try, the casting simply returns them to the same
spot in the middle of the waste.
When the duration expires, the diversion ends, and
subjects return to their point of origin.
Conjuration (Creation) [Water]
Level: Cleric 8, druid 8
Components: V, S, DF
Casting Time: 1 standard action
Range: 120 ft.
Area: Cone-shaped spread
Duration: 1 round
Saving Throw: See text
Spell Resistance: No
You create a roaring, frothing wall of water 10 feet high that
erupts from where you stand and surges forward, sweeping
away or smashing down nearly everything in its path.
The effect lasts for 1 round, although the water created by
the spell does not disappear after 1 round, during which
time creatures on the ground within the area cannot move
or attack.
A spellcaster on the ground must make a Concentration
check (DC 20 + spell level) to successfully cast a spell.
The force of the water and debris deals those caught in the
area 1d6 points of nonlethal damage plus another 1d6
points per five caster levels (maximum 4d6).
Any creature or object that is not soundly secured is pushed
violently to the outer edge of the area.
If this forces the creature or object into a solid surface, it
takes 8d6 points of damage.
A creature holding onto a sturdy object can make a DC 20
Strength check to avoid being moved.
A creature not already holding onto such an object can
make a DC 20 Reflex save or Swim check to grab one.
A creature of Huge size or larger can make a DC 30
Strength check to dig in its feet and simply withstand the
oncoming wave.
A creature that fails any of these checks falls prone in
addition to being swept away.
The specific effect and aftereffects of a flashflood spell on the
environment depend on the nature of the terrain where it
is cast.
When the spell is completed, a total volume of 100,000
cubic feet of water (400 5-foot squares, in a 120-ft. cone, 10
feet deep) is left behind.
This water behaves like ordinary water�draining away and
leaving puddles in most cases, or perhaps forming a shallow
lake or pond.
Unless the caster has taken care to create the flashflood in a
cleared area, however, the water left behind is full of debris,
dirt, and perhaps a few corpses.
Such water is unfit to drink.
Cave, Cavern, or Tunnel: The sudden surge of water knocks
down support beams, but otherwise has no real effect, aside
from filling the tunnel with water to a depth of 10 feet.
If the area is insufficient to support 100,000 cubic feet of
water, the water level rises above 10 feet until the entire
volume is filled, or it spills outward from the confines of
the original 400 squares.
What happens is based on the layout of the area.
In the case of level terrain, the water simply drains away
over the course of a minute or so, leaving pools in
depressions from which it cannot drain.
When the ground in a tunnel is not level, the water might
flood sections of the tunnel.
In such cases, determine whether the flooded area is
sufficient to contain the entire volume of water created�
and, if not, how deeply the water floods the next level up.
Any creatures caught in water over their heads might
drown.
For example, Miyish casts flashflood in the dungeon of a
ruined castle.
The dungeon�s total volume is only 40,000 cubic feet (160
squares, with a 10-foot ceiling).
The remaining 60,000 cubic feet of water has to go
somewhere, so it rushes up and out the entrance to the
dungeon.
Since the terrain above the dungeon is another level of the
castle, and is basically watertight, the water collects up
here.
The total volume of this level is 80,000 cubic feet (320
squares, with a 10-foot ceiling), leaving 20,000 cubic feet of
air.
Since the water has nowhere to go but up, and it has gone
as high as it can, the water on this level is 7-1/2 feet deep
(60,000 cubic feet divided by 8,000�the square footage of
320 5-foot squares).
If Miyish can�t swim or breathe water, he has made a grave
tactical error by casting flashflood in an area too small to
contain it.
Cliffs: Casting flashflood at the base of a cliff has no effect on
the cliff.
Casting flashflood from the top of a cliff can force creatures
and objects over the edge, so that they take falling damage.
Open Ground: Creatures on open ground are safest from the
worst effects of flashflood.
They might be knocked prone by the force of the water, or
even swept 120 feet (24 squares) away, but they are not in
any particular danger of drowning or being crushed.
Structure(s): Any structure standing on open ground takes
60 points of damage, enough to collapse a typical wooden
building, but not a structure built of stone, masonry, or
reinforced masonry.
Hardness reduces this damage, but it isn�t halved as damage
dealt to objects normally is.
Any creature caught inside a collapsing structure takes 8d6
points of bludgeoning damage (Reflex DC 15 half).
The debris is swept away by the flashflood.
River, Lake, or Marsh: The river, lake, or marsh overflows its
banks, though with rivers the effect is transitory.
In the case of lakes and marshes, determine how much the
body of water overflows, given the 100,000 cubic feet of
water added to it.
Only calculate this amount if the total surface area of the
lake or marsh is less than 40,000 square feet�and even
then, it�s only academic unless it is important to determine
whether something on the shore gets wet.
Conjuration (Creation) [Air, Earth]
Level: Cleric 3, druid 3, ranger 3, Sand 3, sorcerer/wizard 3
Components: V, S, M
Casting Time: 1 standard action
Range:Medium (100 ft. + 10 ft. level)
Effect: Abrasive dust spreads in 20-ft. radius, 20 ft. high
Duration: 1 min./level
Saving Throw: None or Reflex half; see text
Spell Resistance: No
A thick haze of swirling dust and sand swirls out from the
point you designate.
The effect obscures all sight, including darkvision, beyond
5 feet.
A creature within 5 feet has concealment.
Creatures farther away have total concealment.
Unprotected, nonmagical flames are automatically
extinguished, and there is a 50% chance that protected
flames will be snuffed.
In addition to obscuring sight, the swirling dust abrades
any creature within it or attempting to move through it.
Any creature passing through the haze takes 1d4 points of
damage per two caster levels (maximum 5d4), with no save
allowed.
If you conjure haboob so that it appears where creatures are
located, each creature takes damage as if passing through
the haze.
Such creatures take half damage with a successful Reflex
save, but if these creatures do not leave the affected area at
their next opportunity, they take full damage from the
abrading sands (no save) as if they had voluntarily entered
the area.
Any creature that remains within the affected area for more
than 1 round likewise takes damage automatically (no save).
A moderate wind (11+ mph) disperses the dust in 8 rounds;
a strong wind (21+ mph) disperses it in 4 rounds.
This spell does not function underwater.
Material Component: A pinch of ash, dust, or sand.
Conjuration (Healing)
Level: Bard 2, cleric 2, druid 2, paladin 2, ranger 2
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Living creature touched
Duration: Instantaneous
Saving Throw:Will half; see text
Spell Resistance: Yes; see text
This spell allows you to create moisture within the body of
a living creature, healing damage from dehydration.
Hydrate heals 2d8 points +1 point per caster level
(maximum +10) of dessication damage, removes all
nonlethal damage from dehydration, and clears up any
lingering effects of the dehydrated condition.
When cast on a creature of the fire subtype, hydrate deals
damage instead of healing.
Such a creature can apply spell resistance and attempt a
Will save to take half damage.
Conjuration (Summoning) [see text]
Level: Bard 6, druid 6, Thirst 7
Components: V, S
Casting Time: 1 minute
Range:Medium (100 ft. + 10 ft./level)
Effect: Two or more summoned creatures, no two of which can be more than 30 ft. apart
Duration: 10 min./level (D)
Saving Throw: None
Spell Resistance: No
This spell summons 2d6 mephits of a kind you designate.
These are average mephits, as described in the Monster
Manual and in Chapter 6 of this book.
The mephits appear where you choose and act immediately,
on your turn.
They attack your opponents to the best of their ability.
If you can communicate with the mephits, you can direct
them not to attack, to attack particular enemies, or to
perform other actions.
You can dismiss them singly, or in groups, at any time.
Summoned mephits cannot summon or otherwise conjure
another creature, nor can they use any teleportation or
planar travel abilities.
Mephits cannot be summoned into an environment that
cannot support them.
When you use a summoning spell to summon an air, earth,
fire, or water creature, it is a spell of that type.
For example, mephit mob is an earth spell when you cast it to
summon salt mephits.
Conjuration (Creation) [Air, Earth]
Level: Druid 6
Components: V, S
Casting Time: 1 standard action
Range: 40 ft./level
Area: 40 ft./level radius cylinder 40 ft. high
Duration: 10 min./level
Saving Throw: Fortitude negates
Spell Resistance: No
You create a duststorm or sandstorm.
Sandstorm uses the parameters of control winds (see page 214
of the Player�s Handbook), differing from that spell as shown
above and as follows.
A spellcaster who knows sandstorm need not be in an area of
exposed, sandy soil to create the effects described below�
this spell conjures both sand and wind.
Duststorm Strength: For every three caster levels, you can
increase or decrease wind strength by one level.
Wind speeds of less than severe are insufficient to carry
suspended sand.
(Wind strength and related duststorm effects are briefly
summarized below, with more detail found on page 16).
Each round on your turn, creatures in the area must make
Fortitude saves or suffer the effects of being in the wind, as
well as the effects of suspended grit.
A severe wind (31+ mph) causes minor ship and building
damage, and creates a duststorm with fine grains of sand
that reduces visibility, smothers unprotected flames, and
even chokes protected flames.
A windstorm (51+ mph) drives most flying creatures from
the skies, uproots small trees, knocks down light wooden
structures, tears off roofs, and endangers ships.
Wind of this speed creates a sandstorm that badly reduces
visibility and deals 1d3 points of nonlethal damage each
round to anyone caught out in the open.
Hurricane force winds (75+ mph) destroy wooden
buildings, sometimes uproot even large trees, and cause
most ships to founder.
Wind of this speed creates a flensing sandstorm that
severely reduces visibility and deals 1d3 points of lethal
damage each round to anyone caught out in the open.
A tornado (175+ mph) destroys all nonfortified buildings
and often uproots large trees.
Tornado-force sandstorms are of the flensing variety.
Conjuration [Summoning]
Level: Druid 1, ranger 1
Components: V, S, DF
Casting Time: 1 round
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One summoned creature
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: No
This spell summons a dustform creature (see page 161).
It appears where you designate and acts immediately on
your turn.
It attacks your opponents to the best of its ability.
If you can communicate with the creature, you can direct it
not to attack, to attack particular enemies, or to perform
other actions.
A summoned creature cannot summon or otherwise
conjure another creature, nor can it use any teleportation or
planar travel abilities.
Creatures cannot be summoned into an environment that
cannot support them.
This spell conjures one of the creatures from the 1st-level
list on the accompanying Summon Desert Ally table.
You choose which kind of creature to summon, and you
can change that choice each time you cast the spell.
All the creatures on the table are neutral unless otherwise
noted.
1st Level |
Baboon |
Badger |
Dire rat |
Dog |
Giant fire beetle |
Hawk |
Jackal |
Monstrous centipede, Medium |
Monstrous scorpion, Small |
Monstrous spider, Small |
Owl |
Raven |
Serval |
Snake, Small viper |
Conjuration [Summoning]
Level: Druid 2, ranger 2
Effect: One or more creatures, no two of which can be
more than 30 ft. apart
This spell functions like summon desert ally I, except that
you can summon one 2nd-level creature or 1d3 1st-level
creatures of the same kind.
2nd Level |
Donkey |
Eagle |
Formian worker |
Giant ant, worker |
Hyena |
Monstrous scorpion, Medium |
Monstrous spider, Medium |
Riding dog |
Snake, Medium viper |
Vulture |
Conjuration [Summoning]
Level: Druid 3, ranger 3
Effect: One or more creatures, no two of which can be
more than 30 ft. apart
This spell functions like summon desert ally I, except that
you can summon one 3rd-level creature, 1d3 2nd-level
creatures of the same kind, or 1d4+1 1st-level creatures of
the same kind.
3rd Level |
Ashworm |
Bat swarm |
Camel |
Cheetah |
Dire badger |
Dire bat |
Giant ant, soldier |
Monstrous centipede, Large |
Snake, Large viper |
Conjuration [Summoning]
Level: Druid 4, ranger 4
Effect: One or more creatures, no two of which can be
more than 30 ft. apart
This spell functions like summon desert ally I, except that
you can summon one 4th-level creature, 1d3 3rd-level
creatures of the same kind, or 1d4+1 lower-level creatures
of the same kind.
4th Level |
Ankheg |
Deinonychus |
Dire jackal |
Giant ant, queen |
Giant eagle |
Giant owl |
Monstrous spider, Large |
Protoceratops |
Conjuration [Summoning]
Level: Druid 5
Effect: One or more creatures, no two of which can be
more than 30 ft. apart
This spell functions like summon desert ally I, except that
you can summon one 5th-level creature, 1d3 4th-level
creatures of the same kind, or 1d4+1 lower-level creatures
of the same kind.
5th Level |
Dire vulture |
Formian, warrior |
Lion |
Locust swarm |
Monstrous centipede, Huge |
Monstrous scorpion, Large |
Snake, Huge viper |
Conjuration [Summoning]
Level: Druid 6
Effect: One or more creatures, no two of which can be
more than 30 ft. apart
This spell functions like summon desert ally I, except that
you can summon one 6th-level creature, 1d3 5th-level
creatures of the same kind, or 1d4+1 lower-level creatures
of the same kind.
6th Level |
Diprotodon |
Dire lion |
Giant stag beetle |
Hippopotamus |
Megaraptor |
Monstrous centipede, Gargantuan |
Monstrous spider, Huge |
Rhinoceros |
Conjuration [Summoning]
Level: Druid 7
Effect: One or more creatures, no two of which can be
more than 30 ft. apart
This spell functions like summon desert ally I, except that
you can summon one 7th-level creature, 1d3 6th-level
creatures of the same kind, or 1d4+1 lower-level creatures
of the same kind.
7th Level |
Elephant |
Formian, taskmaster |
Giant banded lizard |
Monstrous scorpion, Huge |
Conjuration [Summoning]
Level: Druid 8
Effect: One or more creatures, no two of which can be
more than 30 ft. apart
This spell functions like summon desert ally I, except that
you can summon one 8th-level creature, 1d3 7th-level
creatures of the same kind, or 1d4+1 lower-level creatures
of the same kind.
8th Level |
Dire tortoise |
Dunewinder |
Monstrous centipede, Colossal |
Monstrous spider, Gargantuan |
Triceratops |
Tyrannosaurus |
Conjuration [Summoning]
Level: Druid 9, Sand 9
Effect: One or more creatures, no two of which can be
more than 30 ft. apart
This spell functions like summon desert ally I, except that
you can summon one 9th-level creature, 1d3 8th-level
creatures of the same kind, or 1d4+1 lower-level creatures
of the
9th Level |
Monstrous scorpion, Gargantuan |
Monstrous spider, Colossal |
Conjuration (Creation) [Earth, Fire]
Level: Cleric 5, druid 6, sorcerer/wizard 5
Components: V, S, M/DF
Casting Time: 1 standard action
Range:Medium (100 ft. + 10 ft./level)
Effect:Wall of molten stone whose area is up to one 5-ft. square/level (S)
Duration: 1 min./level
Saving Throw: See text
Spell Resistance: Yes
This spell creates a wall of thick magma that glows with a
dull red heat.
It merges into adjoining rock surfaces, melting the rock at
the point of connection to form a smooth bond.
The wall can seal off a passage or breach, but the intense
heat causes flammable materials in contact with the wall of
magma to catch fire instantly.
A wall of magma is 1 inch thick per four caster levels.
You can double the wall�s area by halving its thickness.
The wall cannot be conjured so that it occupies the same
space as a creature or another object.
You can shape a wall of magma into sheets and curves, but
the molten wall cannot form domes or unsupported
horizontal surfaces more than 5 feet across.
The wall need not be vertical but must rest upon a firm
foundation; it must merge with and be solidly supported by
existing stone.
The wall cannot hold complex forms such as crenellations.
It is possible (though difficult) to form the wall into a ring
to enclose creatures, but they can avoid this with successful
Reflex saves.
The wall sends forth waves of heat, dealing 2d6 points of
fire damage to creatures within 10 feet and 1d6 points of
fire damage to those past 10 feet but within 20 feet.
Unlike a wall of fire, both sides of a wall of magma radiate
heat.v
Since it is molten, the wall cannot be broken as such, but an
object or creature could force its way through.
It costs 4 squares of movement to move through a square
containing a wall of magma, but creatures of the earth
subtype can pass through the wall at normal speed.
A wall of magma deals 5d6 points of fire damage +1 point of
fire damage per caster level (maximum +20) to creatures
passing through it, the same amount each round to any
creature within it, and 2d6 points of fire damage per round
for 1d3 rounds after a creature leaves the area of the wall.
It deals double damage to undead and creatures with the
water subtype.
The wall can be destroyed normally by a disintegrate spell.
If any 5-foot section of the wall takes 40 points of cold
damage or more in a round, that section hardens into
normal stone (hardness 8, 15 hit points per inch of
thickness), which can then be chipped or broken as normal
(DC 20 Strength check, +2 per inch of thickness).
Do not divide cold damage by four, as normal for objects.
Casting create water on the surface of a wall of magma creates
a cloud of steamy fog that fills a cube with the dimensions
of the length of wall affected.
The fog dissipates after 10 minutes.
Only the surface of the stone hardens; the wall is not cooled
completely.
Wall of magma can be made permanent with a permanency
spell.
A permanent wall of magma that is chilled by cold damage
stays solid for 10 minutes, then returns to its molten state.
Arcane Material Component: A small piece of pumice,
obsidian, or other volcanic rock.
Conjuration (Creation) [Earth]
Level: Cleric 4, druid 4, sorcerer/wizard 4
Components: V, S, M/DF
Casting Time: 1 standard action
Range:Medium (100 ft. + 10 ft./level)
Effect: Salt wall whose area is up to one 5-ft. square/level (S)
Duration: Instantaneous
Saving Throw: See text
Spell Resistance: No
This spell creates a gleaming wall of salt crystal that merges
into adjoining rock surfaces.
The wall can seal off a passage or breach, or be used to
construct new walls.
A wall of salt is 1 inch thick per caster level.
You can double the wall�s area by halving its thickness.
The wall cannot be conjured so that it occupies the same
space as a creature or another object.
You can form a wall of salt into nearly any shape desired.
The wall need not be vertical, nor rest upon any firm
foundation; however, it must merge with and be solidly
supported by existing stone.
It can be used to bridge a chasm or as a ramp.
If such a span is more than 20 feet long, the wall must be
arched and buttressed, reducing the spell�s area by half.
For example, a 10th-level caster could create a salt span
with a surface area of five 5-foot squares.
The wall can be crudely shaped to allow crenellations,
battlements, and so forth, by likewise reducing the area.
The wall can be destroyed normally by a disintegrate spell or
by chipping and breaking.
Each 5-foot square of the wall has 3 hit points per inch and
hardness 2.
A section of wall whose hit points drop to 0 is breached.
If a creature tries to break through the wall with a single
attack, the DC for the Strength check is 15 + 1 per inch of
thickness.
Directing a constant blast of water at a wall of salt (for
example, a geyser from a decanter of endless water) dissolves
the mineral, dealing 10 points of damage per minute
(which hardness does not reduce).
It is possible, but difficult, to trap mobile opponents within
or under a wall of salt, provided the wall is shaped so it can
hold the creatures.
Creatures can avoid entrapment with successful Reflex
saves.
Arcane Material Component: A crystal of rock salt.
Conjuration (Creation) [Earth]
Level: Cleric 4, druid 4, sorcerer/wizard 4
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Sand wall whose area is up to one 10-ft. square/level (S)
Duration: 1 min./level (D)
Saving Throw: See text
Spell Resistance: No
You cause a flat, vertical wall of churning sand to spring up.
The wall is 1 inch thick per caster level and covers up to a
10-foot square area per caster level.
You can double the wall�s area by halving its thickness.
The wall cannot be conjured so that it occupies the same
space as a creature or another object.
No form of physical attack can harm a wall of sand directly,
but each 10-foot section has 2 hit points per inch of
thickness for determining whether an attack passes
through it.
The wall reduces damage dealt by attacks that pass through
it.
It essentially absorbs damage, so attacks must deal more
damage than the wall has hit points to have any effect on a
target on the other side of the wall of sand.
Breaches in the wall close immediately after the attack that
made them passes through.
The sand blocks line of effect for any fire spell.
Creatures on the opposite side of the wall from an attack�s
origin have total concealment against that attack.
Moving through a wall of sand requires a Strength check
(DC 10 + 1 per inch of thickness).
Those who fail must stop in the space from which they
attempted to enter the wall.
Any creature that attempts to pass through a wall of sand
must also make a Fortitude save or be blinded for 1d4+1
rounds.
(Creatures without eyes are not subject to this effect).
A creature passing through the roiling wall does not leave a
usable breach for others.
All nonmagical flames are extinguished if carried through a
wall of sand.
The spells control sand and move earth can breach and hold
open a break in a wall of sand.
It is possible, but difficult, to trap mobile opponents within
a wall of sand, provided the wall is shaped so it can hold the
creatures.
Creatures can avoid entrapment with successful Reflex
saves.
A wall of sand is treated like normal sand for the duration of
the spell, so it can be affected by any spell or effect that
affects sand, such as transmute sand to stone or transmute sand
to glass.
The wall still lasts only for its normal duration, even if its
consistency changes.
A wall of sand can be made permanent with a permanency
spell.
Arcane Material Component: A handful of sand.
Conjuration (Creation) [Water]
Level: Cleric 4, druid 4, sorcerer/wizard 4
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect:Wall of water 1 ft. thick whose area is up to one 10 ft. square/level (S)
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: No
You cause a vertical wall of swirling water to appear.
You can double the area of the wall�s effect by halving its
thickness.
Any creature attempting to pass through a square occupied
by a wall of water must make a Swim check (DC 14 + your
spellcasting ability modifier) or become trapped in the
water, unable to move.
A creature trapped in this fashion can attempt another
Swim check each round and might drown.
If you conjure the wall so that it appears where creatures
are, each creature must make a Swim check or become
trapped; those that succeed can choose on which side they
wish to emerge from the water.
Any nonmagical flame is extinguished if carried through a
wall of water.
Few forms of physical attack can harm a wall of water
directly.
Thrown weapons are ineffective through it, and attacks
with other ranged weapons are made with a �2 penalty for
every 5 feet of wall through which they must pass (in
addition to normal range penalties; minimum penalty �2).
A breach in the wall closes immediately after the attack that
made it goes through.
The water blocks line of effect for any fire spell.
Creatures on one side of the wall have cover against those
on the other side unless the creature making the attack is
under the effect of freedom of movement.
If any 5-foot section of water takes 20 or more points of fire
damage in a single round, that section evaporates into
steamy fog that lasts for 1 minute.
If any 5-foot section of wall takes 20 or more points of cold
damage in 1 round, that length freezes for 10 minutes.
Treat a frozen section as a wall of ice instead.
In either instance, do not divide damage by four, as is
normal for objects.
Control water can open and hold open a breach in a wall of
water, so long as that spell can affect enough of the wall.
A wall of water can be made permanent with a permanency
spell.
Arcane Material Component: A vial of water.
Divination
Level: Cleric 1, druid 1, ranger 1, sorcerer/wizard 1
Components: V, S, F/DF
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Area: Cone-shaped emanation
Duration: Concentration, up to 10 min./level
Saving Throw: None
Spell Resistance: No
You sense the direction of a substantial body of water.
The amount of information revealed depends on how long
you search a particular area.
1st Round: Presence or absence of water.
2nd Round:Number of water sources in the area and the
rough size of the largest one present.
3rd Round: The size (see below) and location of each source
of water.
If a water source is outside your line of sight, then you
discern its direction but not its exact location.
Size: For the purpose of this spell, the size categories of
bodies of water are as follows.
Small: A small pond or pool (200 cubic feet or less) or a
brook (5 feet across or smaller).
Medium: A large pond or small lake (up to 20,000 cubic
feet) or a good-sized stream (up to 30 feet across).
Large: A large lake (up to 10 million cubic feet) or a broad
river.
Vast: An ocean or an inland sea.
Creatures cannot be found by this spell.
The spell ignores small quantities of water, such as filled
bottles and skins.
The spell reveals nothing about the quality of the water or
how easy it is to reach.
The presence of fire or magma within the spell�s area blocks
it.
Arcane Focus: A forked hazel wand.
Enchantment (Compulsion) [Mind-Affecting]
Level: Sand 8, sorcerer/wizard 8
Components: V, S, M
Casting Time: 1 minute
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature
Duration: See text (D)
Saving Throw:Will negates; see text
Spell Resistance: Yes
This spell functions like binding, except as noted here.
Sand in the Hourglass: The subject assumes the form of a
minute portion of sand, each grain of which looks like its
head.
Held in a clear glass container, usually an hourglass, the
subject remains aware of its surroundings (from multiple
viewpoints) and can speak (from multiple, tiny mouths),
but cannot leave the hourglass, attack, or use any other
abilities.
The subject does not need to breathe, eat, or drink while
subject to sand in the hourglass, nor does it age.
Shattering the hourglass before the spell ends slays the
bound creature, and its body remains sand (effectively
destroyed).
The duration is one year per caster level, after which time
the victim reforms into its original shape, destroying the
hourglass.
Reduce the save DC by 4.
Wind in the Waste: The subject is transformed into a
howling wind blowing across the waste.
The victim retains knowledge of its prior existence, but has
no abilities other than to howl with the wind.
Because of its insubstantial nature, the subject is nearly
impossible to define or specifically locate.
The DM might allow the victim to be found through
special means or through powerful magic (such as limited
wish).
The duration is one year per caster level, after which time
the subject returns to its original shape in the location
where it was first subjected to wind in the waste.
Reduce the save DC by 4.
Material Component: As the binding spell; see page 204 of the
Player�s Handbook.
Enchantment (Compulsion) [Mind-Affecting]
Level: Druid 5, sorcerer/wizard 5
Components: V, S, M/DF
Casting Time: 1 standard action
Range:Medium (100 ft. + 10 ft./level)
Effect: 5-ft.-diameter sphere
Duration: 1 round/level; see text
Saving Throw:Will partial
Spell Resistance: Yes
You create a dust devil composed of slumber-inducing
particles.
It flies at a speed of 30 feet per round (perfect
maneuverability), and you can concentrate on controlling
its every movement or specify a simple program.
Directing the vortex�s movement is a move action, while
changing its programmed movement is a standard action.
If you don�t move or program the vortex, it merely stays at
rest, spinning and howling.
The vortex dissipates if it exceeds the spell�s range.
If the sleep mote enters a space with a creature, it stops
moving for the round and causes a magical slumber to
come upon any creature whose space it completely engulfs
that fails a Will saving throw (thus, creatures larger than
Medium size have immunity to a sleep mote).
Even on a successful Will saving throw, affected creatures
are sleepy, and take a �2 penalty on all Wisdom,
Intelligence, and Charisma checks for the spell�s duration.
Sleeping creatures are helpless.
Slapping or wounding awakens an affected creature, but
normal noise does not.
Awakening a creature is a standard action (an application of
the aid another action).
Sleep mote has no effect on unconscious creatures.
Arcane Material Component: A pinch of fine sand and a live
cricket.
Enchantment (Compulsion) [Mind-Affecting]
Level: Cleric 6, sorcerer/wizard 6, Thirst 6
Components: V, S, M
Casting Time: 10 minutes
Range: 0 ft.; see text
Target: One symbol
Duration: See text
Saving Throw:Will negates
Spell Resistance: Yes
This spell functions like symbol of death (see page 289 of the
Player�s Handbook), except that all creatures within 60 feet of
a symbol of thirst are consumed by a terrible sense of thirst
(as the tormenting thirst spell; see below) for 10 minutes per
caster level.
Note:Magic traps, such as symbol of thirst, are hard to detect
and disable.
A rogue (only) can use the Search skill to find a symbol of
thirst and Disable Device to thwart it.
The DC in each case is 25 + spell level, or 32 for symbol of
thirst.
Material Component:Mercury and phosphorus, plus
powdered diamond and opal with a total value of at least
5,000 gp.
Enchantment (Compulsion) [Mind-Affecting]
Level: Bard 3, sorcerer/wizard 3, Thirst 3
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature
Duration: 1 round/level
Saving Throw:Will negates
Spell Resistance: Yes
This spell fills the subject with a terrible sense of thirst.
Desperate and unable to focus on any other goal, it must
drink as deeply as it can.
The affected creature runs to the nearest body of water in
sight, grabs and empties the closest container of water or
liquor (even those carried by allies), or runs toward the
nearest known source of water.
No matter how much the subject drinks, the sensation of
thirst is not quenched.
If denied the opportunity to quench its thirst, an affected
creature flies into a rage similar to the barbarian class
feature (see page 25 of the Player�s Handbook).
The subject attacks friend and foe alike in its quest to find
water, though not necessarily with lethal force.
Evocation [Fire]
Level: Sorcerer/wizard 3
Components: V, S, M
Casting Time: 1 standard action
Range: Personal; see text
Target: You
Duration: 1 round/level (D)
You are surrounded in flame, which does not harm you or
your equipment.
When you move, you leave a vertical trail of flame in your
wake.
The sheet of flame left behind you is up to 20 feet high, 2
inches wide, and lengthens as you move, exactly following
the path you take across a horizontal surface�you leave no
trail on vertical surfaces or through the air because the
sheet of flame must be anchored on a horizontal surface.
The blazing wall deals 2d6 points of fire damage +1 point of
fire damage per caster level (maximum +20) to any creature
passing through it.
If you pass through a square more than once, the damage
dealt by the wall to creatures moving through that square
does not increase.
You take no damage from your own blazing wall.
If you overrun a creature or otherwise manage to pass
through its square, each creature takes damage as if passing
through the wall.
If any 5-foot length of wall takes 20 points of cold damage
or more in 1 round, that section goes out.
Material Component: A small piece of phosphorus.
Evocation [Air, Earth]
Level: Cleric 5, druid 5, Sand 5, sorcerer/wizard 5
Components: V, S, M
Casting Time: 1 round
Range: 60 ft.
Area: Cone-shaped burst
Duration: Instantaneous
Saving Throw: See text
Spell Resistance: No
This spell produces a brief windstorm (approximately 70
mph), filled with scouring, supernatural grit that literally
strips flesh.
In addition to the possible effects of the wind, creatures
within the area of a flaywind burst spell take 1d6 points of
damage per caster level (maximum 10d6) from the scouring
sands.
A successful Reflex save halves this damage.
A creature within the area of flaywind burst must make a
Fortitude save or experience the effects of the wind�s force.
A Small or smaller creature is knocked down and rolled
1d4�10 feet, taking 1d4 points of nonlethal damage per 10
feet.
If flying, a Small or smaller creature is blown back 2d6�10
feet and takes 2d6 points of nonlethal damage.
Medium creatures are knocked prone, or if flying are
blown back 1d6�10 feet.
Large or Huge creatures are unable to move forward against
the force of the blast, or if flying are blown back 1d6�5 feet.
Gargantuan or larger creatures can move normally within a
flaywind burst.
Flaywind burst can�t move a creature beyond its range.
In addition to the effects noted, flaywind burst can do
anything else that a windstorm-force sandstorm would be
expected to do, such as briefly obscure vision, heel over a
boat, or blow gases and vapors to the limit of its area.
Material Component: A pinch of sand and the wing feather of
a vulture.
Evocation [Fire]
Level: Cleric 5, sorcerer/wizard 4
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Area: 20-ft.-radius spread
Duration: Instantaneous
Saving Throw: Fortitude partial; see text
Spell Resistance: Yes
You flash-heat the air in an area, boiling the blood and
baking the brains of creatures caught inside.
The hot air deals 6d6 points of fire damage and 2d4 points
of Intelligence damage.
Creatures that make successful Fortitude saves take half fire
damage and no Intelligence damage.
Arcane Material Component:Water and a pinch of sulfur.
Evocation [Earth]
Level: Druid 2, sorcerer/wizard 2
Components: V, S, M/DF
Casting Time: 1 standard action
Range: 0 ft.
Effect: Scimitar of grinding sand
Duration: 1 min./level (D)
Saving Throw: Fortitude partial
Spell Resistance: Yes
A curved, 3-foot-long blade of sand springs forth from your
hand, screaming and churning like a caged sandstorm.
Attacks with a scimitar of sand are melee touch attacks.
The blade deals 1d6 points of damage, +1 point per two
caster levels (maximum +10).
The blade is not solid, so your Strength modifier does not
apply to the damage.
You can use a scimitar of sand without penalty even if you
lack proficiency with a normal scimitar.
In addition to being dealt damage, a creature struck by your
weapon must succeed on a Fortitude save or become
dehydrated.
Arcane Material Component: A pinch of sand, salt, and iron
filings.
Evocation [Fire, Light]
Level: Druid 4, sorcerer/wizard 4
Components: V, S, M/DF
Casting Time: 1 standard action
Range:Medium (100 ft. + 10 ft./level)
Target: One living creature
Duration: Instantaneous
Saving Throw: Fortitude partial; see text
Spell Resistance: Yes
You expose the target to the effect of hours of exposure to
severe heat and the desert sun in only a moment.
The subject must make a Fortitude saving throw or take
1d4 points of nonlethal damage per caster level (maximum
15d4).
Nonlethal damage that exceeds the subject�s hit points is
considered lethal damage.
In addition, the subject is dazzled (as if by sun glare),
dehydrated, and sunburned.
Protection from heat and exposure (such as keepcool salve
or a hydration suit; see Chapter 4) helps mitigate these
effects, providing the target with a +4 bonus on the
Fortitude save.
A creature wearing heavy clothing or armor takes a �4
penalty on the Fortitude saving throw, but is not
sunburned.
Those that succeed on their Fortitude saves take half
damage, are dehydrated, and are dazzled for 1d4+1 rounds.
Arcane Material Component: A shard of thick glass.
Evocation [Air, Earth]
Level: Druid 3, sorcerer/wizard 3
Components: V, S, M/DF
Casting Time: 1 standard action
Range:Medium (100 ft. + 10 ft./level)
Effect: Cylinder (5-ft. radius, 10 ft. high)
Duration: 1 round/level
Saving Throw: Fortitude half
Spell Resistance: Yes
You create a whirling vortex of sand.
It flies at speed of 60 feet per round (perfect
maneuverability), and you can concentrate on controlling
its every movement or specify a simple program.
Directing the vortex�s movement is a move action, while
changing its programmed movement is a standard action.
If you don�t move or program the vortex, it merely stays at
rest, spinning and howling.
The vortex dissipates if it exceeds the spell�s range.
If a storm mote enters a space with a creature, it stops
moving for the round and deals 2d8 points of damage to the
creature.
A successful Fortitude save reduces damage by half.
Those outside the vortex have concealment against those
inside.
The vortex extinguishes all nonmagical flame.
Arcane Material Component: A pinch of sand.
Necromancy
Level: Sorcerer/wizard 6
Components: V, S, M
Casting Time: 1 standard action
Range:Medium (100 ft. + 10 ft./level)
Target: One living creature
Duration: Instantaneous
Saving Throw: Fortitude half and Fortitude partial; see text
Spell Resistance: Yes
You drain all the moisture from the body of a living
creature, dealing it 1d6 points of dessication damage per
two caster levels (maximum 10d6).
A creature that makes a successful Fortitude save takes half
damage.
If the subject takes damage from the spell (whether its first
save was successful or not) equal to more than half of its
current hit points, it must make another Fortitude saving
throw or die as its body expels all remaining fluid, leaving
behind only a fragile husk that powders to ash at the least
touch.
A victim�s equipment is unaffected.
A creature that is affected but not slain by the spell is
dehydrated (see page 15).
Material Component: A piece of dried fruit and a pinch of
dust.
Necromancy [Darkness, Evil]
Level: Cleric 3, Sand 2
Components: V, S
Casting Time: 1 standard action
Range:Medium (100 ft. + 10 ft./level)
Area: 20-ft.-radius spread
Duration: 1 min./level
Saving Throw: Reflex negates; see text
Spell Resistance: Yes
This spell creates an area of black sand (see page 20),
infused with shadowstuff and negative energy.
A region of black sand literally swallows light, emitting
magical darkness rising to a height of 20 feet over the
surface.
Creatures that come in contact with the sand take 1d4
points of damage per round from negative energy (no save).
Those reduced to 0 hit points crumble into black sand
themselves.
Creatures can make Reflex saves to avoid being caught in
the area upon which the spell is first cast.
Only the surface of the sand is affected by the spell, so
creatures burrowing beneath an area of black sand are
unaffected unless they break its surface.
Creatures that do so immediately take damage from the
spell.
Black sand can be made permanent with a permanency spell.
Necromancy
Level: Cleric 5, druid 5, sorcerer/wizard 5
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Living creature touched
Duration: Instantaneous; see text
Saving Throw: Fortitude negates; see text
Spell Resistance: Yes
You coat the target�s lungs with dust and sand.
The target can cough up the sand by taking a full-round
action and making a Fortitude save.
If it chooses not to do so, it must make Constitution checks
to avoid suffocation (see page 304 of the Dungeon Master�s
Guide).
Material Component: A tiny stuffed animal filled with sand.
Necromancy
Level: Cleric 2, druid 2, sorcerer/wizard 2, Thirst 2
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature
Duration: Instantaneous
Saving Throw: Fortitude partial
Spell Resistance: Yes
You evaporate moisture from the body of a living creature,
dealing it 1d6 points of dessication damage per two caster
levels (maximum 5d6) and making it dehydrated (see page
15).
A successful Fortitude save results in half damage and
negates the dehydration.
A plant or elemental of the water subtype takes 1d8 points
of damage per caster level (maximum 10d8).
An elemental of the earth subtype takes only 1d4 points of
damage per two caster levels (maximum 5d4).
Material Component: A pinch of dust.
Necromancy
Level: Cleric 6, druid 6, sorcerer/wizard 6, Thirst 5
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature/level, no two of which can be
more than 30 ft. apart
This spell functions like desiccate, except that it affects
multiple creatures.
Necromancy
Level: Cleric 6, druid 6, sorcerer/wizard 6
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Touch
Target: One living creature
Duration: Instantaneous
Saving Throw: Fortitude partial; see text
Spell Resistance: Yes
You flash-dry a creature, killing it and preserving it in an
instantaneous mummification process.
A creature that makes a successful Fortitude saving throw
instead takes 6d6 points of dessication damage and is
dehydrated.
If the damage kills the target, it is still mummified.
Arcane Material Component: A strip of salted cloth.
Necromancy
Level: Sorcerer/wizard 1, Thirst 1
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Living creature or creatures touched (up to one/level)
Duration: Instantaneous
Saving Throw: Fortitude partial; see text
Spell Resistance: Yes
Your hand glows with a dull, ruby light, and your touch
drains moisture from the body of a living creature, dealing
1d6 points of dessication damage.
A plant or elemental of the water subtype instead takes 1d8
points of dessication damage.
A touched creature also takes 1 point of Constitution
damage and is dehydrated unless it makes a successful
Fortitude saving throw.
You can use this melee touch attack up to once per caster
level.
Necromancy
Level: Druid 1, sorcerer/wizard 1, Summer 2
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature
Duration: Instantaneous
Saving Throw: Fortitude partial; see text
Spell Resistance: Yes
You cause a living creature to experience the effects of
heatstroke.
The target takes 2d6 points of nonlethal damage.
If the target fails a Fortitude save, it immediately becomes
fatigued, or exhausted if already fatigued.
Since this spell causes heatstroke, the damage and fatigue
dealt can only be healed after that condition is treated
properly (see page 13).
Necromancy
Level: Sorcerer/wizard 4
Components: V, S, M
Casting Time: 1 standard action
Range:Medium (100 ft. + 10 ft./level)
Target: One living creature
Duration: Instantaneous
Saving Throw: Fortitude partial
Spell Resistance: Yes
This spell drains moisture from the body of a living
creature.
The target takes 1d6 points of dessication damage per caster
level (maximum 10d6) and is dehydrated (see page 15).
A creature that makes a successful Fortitude save takes half
damage and is not dehydrated.
A plant or elemental of the water subtype instead takes 1d8
points of dessication damage per caster level (maximum
15d8).
Material Component: A pinch of powdered bone.
Transmutation
Level: Druid 6, Sand 6
Components: V, S, DF, XP
Casting Time: 24 hours
Range: Touch
Target: 15-ft. area of sand touched
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
You awaken a region of sand, or similar material, to
humanlike sentience.
To succeed, you must make a DC 18 Will save.
The awakened sand is friendly toward you.
You have no special empathy or connection with sand you
awaken, although it serves you in specific tasks or
endeavors if you communicate your desire to it.
The sand creature you awaken has the same statistics as a
Huge animated object with a base land speed of 40 feet and
a burrow speed of 20 feet.
Unlike normal animated objects, awakened sand beings
have the earth subtype, and their Intelligence, Wisdom,
and Charisma scores are each 3d6.
A sand being has immunity to polymorphing.
The awakened sand can speak one language you know, plus
one additional language that you know per point of
Intelligence bonus (if any) it has.
A sand creature can engulf Large or smaller creatures as a
standard action.
It cannot make a slam attack during a round in which it
engulfs.
The sand creature merely has to move over the opponents,
affecting as many as it can cover.
Opponents can make attacks of opportunity against the
creature, but if they do so they are not entitled to a saving
throw.
Those who do not attempt attacks of opportunity must
succeed on a DC 19 Reflex save or be engulfed; on a
success, they are pushed back or aside (opponent�s choice)
as the creature moves forward.
Engulfed opponents are considered grappled and are
trapped within the sand creature�s body.
The sand creature deals 1d6+3 points of damage to trapped
opponents each round after the one in which it engulfed
them.
Opponents that need to breathe risk suffocation (see page
304 of the Dungeon Master�s Guide).
The save DC is Strength-based.
Sand creatures are amorphous and can do anything sand
would be expected to do�hide perfectly atop other sand,
form into dunes and drifts, and pour through small
openings (although passing through an opening two size
categories smaller than the creature takes a full-round
action).
XP Cost: 500 XP.
Transmutation
Level: Cleric 3, druid 3
Components: V, S, DF
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Area: Dust or sand in a volume of 10 ft./level wide by 10 ft./level long by 2 ft./level deep (S)
Duration: 10 min./level (D)
Saving Throw: None; see text
Spell Resistance: No
Depending on the version you choose, control sand raises or
lowers fine particles of material, such as dust or sand.
For either version, the caster can reduce one horizontal
dimension by half and double the other horizontal
dimension.
Lower Sand: This effect causes sand to reduce its depth by as
much as 2 feet per caster level, to a minimum depth of 1
inch.
The dust and sand is lowered within a square-shaped
depression whose sides are up to 10 feet long per caster
level.
In extremely large and deep sand piles, such as a sand dune,
the spell creates a pit that sweeps creatures downward
(without dealing damage), putting them at risk and
rendering them unable to leave by normal movement for
the duration of the spell.
Raise Sand: This effect causes dust and sand to rise in height,
just as the lower sand version causes it to lower.
Creatures and objects on top of the dust or sand are raised
along with the top level of sand.
When cast on earth elementals, dust paraelementals, and
other earth- or dust-based creatures, this spell acts as a slow
spell (Will negates).
The spell has no effect on other creatures.
Transmutation
Level: Druid 5, sorcerer/wizard 5
Components: V, S, M
Casting Time: 1 standard action
Range:Medium (100 ft. + 10 ft./level)
Target: One creature
Duration: Instantaneous
Saving Throw: Fortitude partial; see text
Spell Resistance: Yes
You call the essence of salt forth in the target, dealing 1d6
points of damage per two caster levels (maximum 10d6).
If the target takes more than half of its current hit points in
damage from the spell, it must make a Fortitude saving
throw or its body completely crystallizes.
The subject, but not its carried gear, turns into a mindless,
inert statue.
If a statue resulting from this spell is broken or damaged,
the subject has similar damage or deformities if ever
returned to its original state.
The creature is not dead, but it does not seem to be alive
either when viewed with spells such as deathwatch.
The transformed creature takes on the consistency of rock
salt (hardness 2, 5 hp per inch of thickness).
Salt statues are extremely susceptible to dissolution by
water�if exposed to flooding or heavy rain, they take
damage that is not reduced by hardness.
A constant blast of water (for example, a geyser from a
decanter of endless water) deals 10 points of damage per
minute.
A steady rain deals 1 point of damage per minute.
A stone to flesh spell affects salt as if it were stone, returning
an affected creature to its original state.
Material Component: A lump of rock salt.
Transmutation
Level: Druid 7, sorcerer/wizard 7
Target: One or more creatures, no two of which can be
more than 30 ft. apart
This spell functions like flesh to salt, except that it affects
multiple creatures.
You can transform one additional creature for every four
caster levels, to a maximum of five creatures at 20th level.
Transmutation [Earth]
Level: Druid 5, sorcerer/wizard 4
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Area: Up to two 10-ft. cubes per level (S)
Duration: Instantaneous
Saving Throw: See text
Spell Resistance: No
This spell causes normal sand to melt slightly and stick,
forming a relatively soft and porous building material (see
Dungeon Waste Terrains, page 31).
Any creature in the sand is allowed a Reflex save to escape
before the area hardens.
Creatures that are unable to escape become trapped and
must be broken out.
A creature trapped beneath the surface begins to suffocate
(see page 304 of the Dungeon Master�s Guide).
The fused sand has hardness 3 and 5 hp per inch of
thickness, and a break DC of 22.
Material Component: A glass marble.
Transmutation
Level: Cleric 9, druid 8
Components: V, S, M, XP
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw:Will negates (harmless)
Spell Resistance: Yes (harmless)
Mantle of the fiery spirit permanently grants the target the
fire subtype.
Material Component: A burning lump of coal and a fire opal
worth 5,000 gp.
XP Cost: 2,000 XP.
Transmutation
Level: Druid 4, sorcerer/wizard 4
Components: V, S, M
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 min./level (D)
This spell transforms your body, along with all equipment
worn or carried, into living sand.
You take the form of an ooze, and you gain immunity to
poison, sleep effects, paralysis, polymorphing, and stunning
for the duration of the spell.
You are not subject to extra damage from critical hits or
flanking.
Since, unlike an ooze, you are not mindless and retain your
Intelligence, Wisdom, and Charisma scores, you can still be
affected by mind-affecting spells and abilities.
While in sandform, you don�t experience the environmental
effects of heat or dehydration, but you can still take fire or
dessication damage.
You become blind, but you gain blindsight out to 60 feet.
Your base attack bonus, base saves, alignment, level, class,
hit points, type (and subtype), extraordinary abilities, spells,
and spell-like abilities remain unchanged, but your
supernatural abilities are suppressed in sandform.
You can cast spells for which you have components.
The new form can be disorienting.
Any time you are in a demanding situation (such as
combat), you must succeed on a DC 19 Will save or take a �
2 penalty on all attack rolls, saves, skill checks, and ability
checks until the situation passes.
While in sandform, you have a base land speed of 20 feet.
You can pass through openings as small as a quarter of an
inch in diameter, although passing through a space two or
more size categories smaller than yours takes a full-round
action.
You also gain a natural attack�an abrasive slam with a
gritty pseudopod that grants 5 additional feet of reach.
A successful hit deals bludgeoning damage according to
your size:
The number of times you can attack with this pseudopod
each round is determined by your base attack bonus, and
you apply 1-1/2 times your Strength bonus on damage as
though attacking with a two-handed weapon.
However, you cannot wield weapons while in sandform.
In sandy terrain, you gain a burrow speed equal to your
base land speed.
You also gain a +10 circumstance bonus on all Hide checks
and you have concealment.
Upon death, you revert to your original form.
Material Component: A handful of sand taken from an
elemental with the earth subtype.
Transmutation [Earth, Fire]
Level: Druid 6, sorcerer/wizard 6
Components: V, S, M/DF
Casting Time: 1 standard action
Range:Medium (100 ft. + 10 ft./level)
Duration: Permanent; see text
Saving Throw: See text
Spell Resistance: No
This spell functions as transmute rock to mud (see page 295 of
the Player�s Handbook), except that it can be cast on sand,
earth, and unworked, nonmagical rock (within the normal
restrictions for transmute rock to mud), and the mud created
is boiling hot.
Creatures mired in the hot mud take 5d6 points of fire
damage per round, while those completely submerged in
the sludge take 10d6 points of fire damage per round.
Creatures atop the mud (such as those standing on straw)
take 1d6 points of fire damage each round from hot steam.
Damage from boiling mud continues for 1d3 rounds after
exposure ceases, but this additional damage is only 1d6
points of fire damage per round.
The transmuted material cools after a period of 1 round per
caster level.
The number of dice of damage the mud deals is halved each
round after this duration expires.
The transmuted rock remains as mud even after it cools.
It eventually dries into soil, as per transmute rock to mud.
Arcane Material Component: A pinch of a mixture of clay,
sulfur, and water.
Transmutation
Level: Druid 4, ranger 4
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Area: One 10-ft.-cube region of slipsand/level
Duration: Permanent
Saving Throw: See text
Spell Resistance: No
This spell turns an area of natural sand into a pit of deadly
slipsand (see page 25).
Supernatural sandlike materials, such as black sand or
slumber sand, are not affected by the spell.
A creature unable to free itself from the slipsand
immediately sinks to the bottom and must hold its breath
or begin to suffocate.
If slipsand is cast on a structure of fused sand or on a sandy
foundation, it causes the affected part (or more) of the
structure to collapse.
If the spell is cast on a building�s material, slipsand spreads
out to fill the available space, possibly burying those within
its area.
The collapsing structure is also dangerous (see Cave-ins and
Collapses, page 66 of the Dungeon Master�s Guide).
Slipsand creates a magic trap that is difficult to detect.
A character must succeed on a Survival check (DC equals
the save DC of the spell) to notice a pit of slipsand.
Running or charging characters have no chance to detect
the trap.
A rogue can find the trap with a successful Search check,
but cannot disable it.
The DC is 25 + spell level, or 29 for slipsand.
Material Component: A pinch of slipsand.
Transmutation [Earth]
Level: Cleric 3, druid 3
Components: V, S, DF
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 10 min./level (D)
You meld your body and possessions into an accumulation
of sand, dust, ash, or even loose earth.
The area must be large enough to accommodate your body
in all three dimensions.
When the casting is complete, you and not more than 100
pounds of nonliving gear merge with the sand.
While in the sand, you remain aware of the passage of time,
can cast spells on yourself, and can still hear on the surface
above you, but you cannot see or communicate.
Since the substance you inhabit is an accumulation of many
particles, it is difficult to damage the material (and you).
If some creature were to shovel or otherwise remove
sufficient sand from the area so that you no longer fit
within it, you are expelled and take 5d6 points of damage.
Any time before the duration expires, you can step out of
the sand (or become physical while still partially or wholly
within the sand).
If the spell�s duration expires or the effect is dispelled
before you voluntarily exit, you are violently expelled and
take 5d6 points of damage.
The following spells affect you if cast upon the sand you are
occupying: Control sand and move earth merely move you
along with their effects.
Transmute sand to glass or transmute sand to stone expels you
and slays you instantly unless you make a DC 18 Fortitude
save, in which case you are expelled and take 5d6 points of
damage.
Transmutation [Earth]
Level: Druid 5, sorcerer/wizard 5
Components: V, S, M/DF
Casting Time: 1 standard action
Range:Medium (100 ft. + 10 ft./level)
Area: Up to two 10-ft. cubes/level (S)
Duration: Permanent
Saving Throw: See text
Spell Resistance: No
This spell transforms a mass of normal sand of any depth
into solid glass permanently.
Any creature in the sand is allowed a Reflex save to escape
before the area is hardened to glass.
Creatures unable to escape the area become trapped and
must be broken out.
A creature so caught can break free by making a Strength
check to break the glass or by dealing damage to the glass.
Glass has hardness 1, 1 hit point per inch of thickness, and a
break DC of 12, +1 per inch of thickness.
A creature partially caught in the glass takes a �2 penalty on
attack rolls and a �4 penalty to Dexterity, and is unable to
move.
When breaking glass, a creature takes 1d6 points of damage
each time it makes a successful Strength check to break
free.
If broken free by others, the creature takes 1d6 points of
damage from broken glass.
A creature trapped beneath the surface of the glass may
begin to suffocate.
Arcane Material Component: A mixture of crushed glass and
sand.
Transmutation [Earth]
Level: Druid 5, sorcerer/wizard 5
Components: V, S, M/DF
Casting Time: 1 standard action
Range:Medium (100 ft. + 10 ft./level)
Area: Up to two 10-ft. cubes/level (S)
Duration: Permanent
Saving Throw: See text
Spell Resistance: No
This spell transforms a mass of sand of any depth into solid
stone permanently.
Any creature in the sand is allowed a Reflex save to escape
before the area is hardened to stone.
If the creature fails its save, it is entangled and can�t move.
It is not considered helpless, however, and it can break out
by damaging the stone.
Stone has hardness 8 and 15 hit points per inch of
thickness.
The creature can also make a Strength check to break free.
The break DC is 20, +2 per inch of thickness of the stone.
Transmute sand to stone counters and dispels transmute stone
to sand.
Arcane Material Component: Sand, dirt, and water.
Transmutation [Earth]
Level: Druid 5, sorcerer/wizard 5
Components: V, S, M/DF
Casting Time: 1 standard action
Range:Medium (100 ft. + 10 ft./level)
Area: Up to two 10-ft. cubes/level (S)
Duration: Permanent
Saving Throw: See text
Spell Resistance: No
This spell turns natural, uncut, or unworked stone of any
sort into an equal volume of sand.
If the spell is cast upon a boulder, for example, the boulder
collapses into a heap of sand.
Magical stone is not affected by this spell.
The depth of the sand created cannot exceed 10 feet.
If transmute stone to sand is cast upon the ceiling of a cavern
or tunnel, the sand falls to the floor and scatters in a pile 5
feet deep.
For example, a 10th-level caster could convert twenty 10-
foot cubes into sand.
Piling on the floor, this sand would cover an area of forty
10-foot squares to a depth of 5 feet.
The falling sand and the ensuing cave-in deal 8d6 points of
bludgeoning damage to anyone caught directly beneath the
area, or half damage to those who succeed on Reflex saves.
Castles and large stone buildings generally have immunity
to this spell, since transmute stone to sand can�t affect worked
stone and doesn�t reach deep enough to undermine such
buildings� foundations.
However, small buildings or structures often rest upon
foundations shallow enough to be damaged or even
partially toppled by this spell.
The sand remains until a successful dispel magic or transmute
sand to stone spell restores its substance�though not
necessarily its form.
Arcane Material Component: Sandstone and granite.
Transmutation
Level: Sorcerer/wizard 5, Summer 5
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Living creature touched
Duration: 1 round/level
Saving Throw: Fortitude negates; see text
Spell Resistance: Yes
Your touch raises the effective body temperature of the
target as though it were exposed to unearthly heat.
Each round, the subject takes 1d6 points of lethal damage
and 1d4 points of nonlethal damage.
A creature can make a Fortitude save each round for the
spell�s duration to negate the damage.
A creature that takes damage from the spell is fatigued (or
exhausted if it is already fatigued).
Partially protected creatures can reduce the effects and
make Fortitude saves to avoid damage and fatigue each
round (see Protection against Heat, page 14).
A creature wearing heavy clothing or armor takes a �4
penalty on its save.
Transmutation [Earth]
Level: Sand 7, sorcerer/wizard 7
Components: V, S, M/DF
Casting Time: 1 standard action
Range:Medium (100 ft. + 10 ft./level)
Area: Up to one 10-ft. cube/5 levels (S)
Duration: Permanent
Saving Throw: See text
Spell Resistance: No
This spell transforms normal sand of any depth into crude
glass.
The sand is instantly heated to the melting point and then
slowly hardens in its new form.
Objects on or in the sand sink into the hot glass.
A creature is allowed a Reflex save to escape before the area
is changed.
A creature that fails its save and that is unable to levitate,
fly, or otherwise free itself sinks partway into the molten
glass, reducing its speed to 5 feet and giving it a �2 penalty
on attack rolls and to AC.
Creatures of the earth subtype can move only 10 feet per
round slower in molten glass.
If a creature is only partially in the area (such as a Large or
larger creature on the edge of the effect), it still takes full
damage, but its speed is reduced only by half (instead of to 5
feet).
A creature caught in molten glass takes 10d6 points of fire
damage on the first round.
The transmuted material cools over a period of 10 rounds.
Each round, the number of dice of damage the cooling glass
deals is reduced by one, until it deals no damage.
The glass is solid enough to trap creatures by the sixth
round.
Creatures unable to escape the glass before it hardens
become trapped and must be broken out.
A creature so caught can break free by making a Strength
check to break the glass or by dealing damage to the glass.
Glass has hardness 1, 1 hit point per inch of thickness, and a
break DC of 12, + 1 per inch of thickness.
A creature partially caught in the glass takes a �2 penalty on
attack rolls, a �4 penalty to Dexterity, and is unable to
move.
When breaking glass, a creature takes 1d6 points of damage
each time it makes a successful Strength check to break
free.
If broken free by others, the creature takes 1d6 points of
damage from broken glass.
A creature trapped beneath the surface of the glass might
begin to suffocate (see page 304 of the Dungeon Master�s
Guide).
Arcane Material Component: A small glass marble.
Transmutation
Level: Druid 1, ranger 1, Sand 1
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Targets: One touched creature/level
Duration: 1 hour/level (D)
Saving Throw:Will negates (harmless)
Spell Resistance: Yes (harmless)
The subject can move through desert environments
without hindrance, ignoring movement penalties and
penalties on skill checks for all types of desert and waste
terrain.
This spell does not grant a subject immunity to other ill
effects of waste environments, such as heat and sun.
Transmutation [Language-Dependent]
Level: Druid 3, sorcerer/wizard 3
Components: V, S, F
Casting Time: 1 standard action
Range: See text
Target: One creature/level
Duration: 10 min./level (D)
Saving Throw: None
Spell Resistance: No
Sand, ash, or dust serves as a conduit for your conversation
with other creatures in far-removed locales.
You fix in your mind the identity of the creatures with
whom you wish to communicate (you must know, have
met, or know the name of the targets), and then speak.
You know immediately which of the targets can respond, if
any�if the targets possess the appropriate sandy focus (see
below), or if the targets are located in areas of sand, dust, or
ash, the spell functions; if not, it immediately ends.
Barriers and distance are not a factor, as long as both you
and the targets have the appropriate focus and are on the
same plane.
If contact is achieved, the sand whispers your messages
back and forth for the duration of the spell, no matter your
distance from each other, gleaning a message from a sound
akin to wind on sand.
The spell does not transcend language barriers.
Focus: At least 1 pound of sand, dust, or ash.
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