Sand Magic

Sand Magic


Er zijn maar twee Sand Magic spells op lvl 4 dus bij deze:

Conjure Sand Lion
Conjuration (Summoning)
Level: Sah [sand] 4, Sor/Wiz 4
Components: V, S, M
Casting Time: 1 full round
Range: Close (25 ft. + 5 ft./2 levels)
Target: 1 sand lion
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: No

This spell conjures an earth elemental female spotted lion. The statistics of the lion is found in the Monster Manual appendix I: Animals, and the earth elemental template in chapter 9 of Manual of the Planes. The beast’s statistics are:

Earth Elemental Spotted Lion
Large Animal
Hit Dice: 5d8+10 (32 hp)
Initiative: 2 (Dex)
Speed: 40 ft., burrow 30 ft.
AC: 17 (-1 size, +2 Dex, +6 natural)
Attacks: 2 claws +8 melee, bite +3 melee
Damage: Claw 1d4
6, bite 1d8+3
Face/Reach: 5 ft. by 10 ft./5 ft.
Special Attacks: Pounce, Improved Grab, Rake, Earth Mastery, Burrow
Special Qualities: Scent, Elemental, Darkvision, Tremorsense
Saves: Fort +6, Ref +7, Will +2
Abilities: Str 23, Dex 15, Con 15,
Int 2, Wis 12, Cha 6
Skills: Balance +6, Hide +3*, Jump +6, Listen +5, Move Silently +10, Spot +5
Feats: -

The sand lion roars when it first appears. It attacks at the caster’s direction. The caster can see through the creature’s eyes, though his vision is otherwise unchanged. The caster does not have to maintain concentration to keep the cat in existence or under control. The sand lion fights to the death, until the spell ends, or until the caster dismisses the creature. It can serve as a steed or a pack animal.

Sand Cone
Transmutation [Earth]
Level: Sah [sand] 4, Sor/Wiz 4
Components: V, S, M
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Area: Cone shaped volume 10-ft. deep/level with 10-ft. diameter/level or 1 creature
Duration: Concentration
Saving Throw: None or Reflex Negates
Spell Resistance: No

With this spell a mage can excavate a cone-shaped area of sand or dust at a location upon which he concentrates. The base of the cone is toward the surface; the tip points downward. Excavated sand (or dust) is transported to a random location 1d6 miles away, dispersed in a windy gust. Only sand and dust are moved; rocks, plants, animals, and buried objects remain in place. As a result, this spell works best in regions of great expanses of sand, such as in the open desert.
The sand cone spell keeps the area clear of sand as long as the caster remains conscious and concentrating. When this ceases, sand falls in normally. The cone’s magic does not prevent sand slides or collapses if another individual begins excavating around the cone.
Sand cone has many applications. It enables the mage to dig toward anticipated water and uncover buried beings or things. It can also create a prison or trap.
For the last purpose, the caster can create a pit in the loose sand beneath a single enemy’s feet. When the foe falls in, the caster deliberately ends the magic, trapping the opponent at the bottom of the pit. Such a pit must be created and collapsed quickly, or the creature will escape automatically, so it is much smaller than normal. A creature that fails a Reflex Save can be buried up to the neck, leaving it helpless. Such creatures can free themselves with a Strength or Escape Artist check DC 30 or be dug out by friends with a Strength or Wilderness Lore check DC 25. In either case, each attempt takes a full-round action.
Any creature able to become smaller, turn gaseous, insubstantial, ethereal, burrow, teleport or use dimension door can automatically free itself. Spells with no material or somatic components can be cast while thus buried, but require a Concentration check (DC 15 + spell level).
Material Component: The hair of a desert rat (jerboa) and a pinch of sand.


Sand Magic

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