(ENG) D&D 3.5 Ed. - Sandstorm - Mastering The Perils of Fire and Sand + (Temple of The Gleaming Sands) - Flip eBook Pages 101-150 (2024)

101EQUIPMENT CHAPTER 4 sand, in which you can rest while waiting for the storm to pass. A sand tube looks something like an open-ended sleeping bag, made of treated hide attached to a number of collapsible hoops. After digging a small hole in the sand to get started, you shove one end of this apparatus inside the hole and expand the hoops to stiffen it into a tube. More sand can then be dug from the buried end (usually you crawl partway into the tube and use your hands) and removed through the tube, which is shoved more deeply into the tunnel as digging progresses. In normal sand, it takes 10 minutes of digging to fully bury a sand tube. When fully buried, a sand tube can hold one Medium humanoid. A flap fastens over the exposed end to provide shade and protection from duststorms and sandstorms. Sun Lenses: This item, made of thin slabs of mica or volcanic glass affi xed to curved frames, can protect your eyes from being dazzled by bright light, such as glare (see page 18). If you are already dazzled when you don the lenses, you are treated as if you had entered an area of shade; you recover from the dazzled condition 1 hour if you continue to wear the lenses. CLOTHING Proper clothing can be the difference between survival and disaster in the wastes. Desert Outfi t: This outfi t consists of loose, billowy clothing to keep the wearer cool and protected from the sun while in hot, dry desert terrain. It includes a caftan, turban, scarf, loose pantaloons, and sandals or high cloth boots. This outfi t counts as light clothing and offers limited protections against some waste hazards (see Chapter 1). The protection it offers against heat is negated if the wearer also dons armor. Heatsuit Outfi t: This suit is designed to protect against heat. It consists of heavy pants and coat, a specially treated leather apron, thick mittens, a thick hood, and goggles. A heatsuit outfi t prevents 3 points of lethal or nonlethal damage per round from hot environments. Although the outfi t is heavy clothing, its heat-resistant materials negate the usual –4 penalty on Fortitude saves against damage dealt by hot environments. Hydration Suit: The hydration suit is a masterpiece of water retention, crafted by waste-dwellers with technical skill and unusual materials. Its design allows you to recover nearly all the water your body loses through sweat and exhalation. A hydration suit is made of the skin and tissue of various desert-dwelling beasts and treated with oils or waxes for water retention. It covers your entire body, with a tight-fitting hood over the head and a mask covering the mouth and nose. Inside the mask is a glass plate to collect condensation and a tube fashioned from watertight materials. An inner lining wicks sweat away from your body and collects it in spongelike filtration material that can be removed after you doff the hydration suit. The tube from the facemask twists in loops around your body, through the sponge, to reclaim moisture, condensing it in a reservoir from which you can sip. A functioning hydration suit eliminates the need to make Constitution checks to avoid dehydration. It raises the level of protection from heat dangers by two steps (see page 14), and its mask functions as a fi lter mask. A hydration suit offers no protection from magical dessication damage. SPECIAL SUBSTANCES AND ITEMS The waste holds as many unusual materials as it does reasons to innovate. Many of the substances here can be made by a spellcaster with the Craft (alchemy) skill, as indicated on Table 4–3: Wasteland Gear. Armorbright: This metallic paint is applied with a brush to the outside of a suit of armor (requiring 1 minute to apply), producing a shiny surface that reflects the light of the sun to reduce the effects of hot weather on the wearer. For 24 hours after applying armorbright to a suit of armor, you gain a +2 bonus on Fortitude saving throws to avoid heat dangers. Armorbright also raises your level of protection against heat by one step (see page 14). Armorbright is not effective in hot environments with no sun, such as the Elemental Plane of Fire. Asherati Sand Sculpture: Asheratis know the special sands, adherents, and natural dyes that are required to create stunning works of sculpture. The typical asherati sculpture is 2 to 3 feet high and weighs 10 to 20 pounds. Like any piece of art, value is in the eye of the beholder; however, anyone with the Appraise skill can determine the approximate price a particular sculpture would fetch in wider markets. Use Table 3–7: Art Objects, page 55 of the Dungeon Master’s Guide, to determine the price of an asherati sand sculpture found in a treasure hoard or in the marketplace. Blackeye: This oily paint is smeared around your eyes and on your cheeks to reduce the effects of bright sun, protecting you from sun glare for 4 hours. Deep Draught: This powder is a mixture of salt, dried herbs, and extracts of desert plants. Adding it to water increases your body’s retention of fl uid and helps counteract the effects of dehydration. One packet of deep draught is enough for 1 gallon of solution, which grants a +5 bonus on the Heal check to treat dehydration (see page 15). Ironthorn Extract: The ironthorn plant has extremely tough tissues to prevent water loss. This extract of the plant is used to harden delicate items, make containers waterproof, and stiffen clothing to provide some 620_17739_Chp4.indd 101 20_17739_Chp4.indd 101 1/7/05 3:27:01 PM /7/05 3:27:01 PM

102CHAPTER 4 EQUIPMENT protection. One fl ask of ironthorn extract is enough to treat a typical outfi t, increasing the clothing’s armor bonus to +1. Ironthorn extract does not improve materials that already provide an armor bonus. When applied to cloth, leather, or similar material, ironthorn extract improves its hardness by 1, to a maximum of 5. Both benefi ts last for one week or until the item is thoroughly washed. Keepcool Salve: This small clay pot contains several ounces of a pearly ointment, enough to cover one Medium creature. Applying the ointment to your skin increases your level of protection against heat by one step (see page 14). The salve also grants a +1 circ*mstance bonus on Fortitude saves to resist damage from hot environments. Liquid Salt: This deadly supernatural substance (see Red Seas, page 25) can be used as a splash weapon. A direct hit deals 2d6 points of dessication damage (2d8 points to plants or elementals with the water subtype). Every creature within 5 feet of the point where the fl ask hits takes 1d4 points of dessication damage from the splash (1d6 points to plants or elementals with the water subtype). Liquid salt is always carried in a glass container. Oleum: A black liquid, oleum has a foul, bitter odor. It occurs naturally around the world, but is particularly common in the waste. Though it forms underground, oleum is generally found in surface pools in areas of barren waste terrain. You can use a flask of oleum as a splash weapon. Use the rules for alchemist’s fire (page 128 of the Player’s Handbook), except that it takes a full-round action to prepare a flask with a fuse. Once it is thrown, there is a 50% chance of the flask igniting successfully. Burning oleum is hard to put out, granting a –4 penalty on the Reflex save to extinguish the fire. The oleum burns away within 4 rounds (eliminating the penalty on putting out the fire). Raw oleum burns readily, but it is smoky when it does so. The smoke created by burning oleum is heavy smoke (see Smoke, page 304 of the Dungeon Master’s Guide), so a wide area of open air is required for the substance to burn safely. Every round when raw oleum burns, it produces enough smoke to fi ll a 5-foot cube. For this reason, oleum is typically used only in lamps made to burn outdoors. The smoke drives away fl ying insects. Oleum is also used to lubricate moving parts; a fl ask of it can cover a 5-foot square, provided that the surface is smooth. A creature can walk within or through an area of oleum at half normal speed by making a DC 10 Balance check. Failure means it can’t move that round, while failure by 5 or more means it falls prone (see the Balance skill description, page 67 of the Player’s Handbook, for details). If an area of oleum is ignited, it burns for 4 rounds and deals 1d3 points of fi re damage to each creature in the area. A quart of oleum (two flasks) can coat a Medium creature, providing a +4 circ*mstance bonus on Escape Artist checks and opposed grapple checks made to resist being grappled or to escape a pin. Oleum applied in this manner also acts as insect repellent, protecting you from normal vermin (such as those summoned by insect plague) and granting a +4 bonus to Armor Class against vermin. A creature with oleum on its hands takes a –4 penalty on grapple checks or any task requiring a solid grip, including attack rolls with weapons. A roll of 1 on the attack means the oleum-coated creature drops the slippery weapon. When worn, oleum is uncomfortable and unpleasant. You take a –2 penalty on Fortitude saves against natural heat effects. Further, oleum makes you quite fl ammable, granting a –4 penalty on saves against supernaturally hot effects and any attack involving fi re, including Refl ex saves to put yourself out after catching fi re. When subjected to a fi re-based attack that does not normally cause subjects to catch on fi re, you must make a DC 14 Refl ex save or catch on fi re. As indicated above, oleum burns away after 4 rounds. An ounce of oleum can substitute for the material component usually used for a grease spell. Shapesand: Shapesand is a special kind of wasteland soil that is psychoreactive; it can be sculpted into any form according to your will. The new object is made of sand, but serves as a normal item of the same sort. A shapesand hammer functions just like an ordinary hammer, and a shapesand waterskin is just as watertight as an ordinary skin. Controlling shapesand is an exercise in willpower. A DC 16 Wisdom check establishes control of a volume of sand based on the shaper’s Wisdom score: Wisdom Score Controllable Volume 1–3 None 4–7 1-ft. cube 8–11 2-1/2-ft. cube 12–15 5-ft. cube 16–19 7-1/2-ft. cube 20–23 10-ft. cube 24+ +2-1/2 ft per 4 points of Wisdom If your Wisdom check succeeds, you can reshape the volume of sand as you desire. Once control is established, the shape lasts as long as you remain within 100 feet of it. Thus, those with suffi cient patience and strong enough will can construct small fortresses out of shapesand, even if they must do so a few cubic feet at a time. Another character can wrest control of a shapesand item away from you by succeeding on an opposed Wisdom check, though the winner’s Wisdom score must be high enough to shape an item the size of the one contested. For example, if two characters are attempting to control a 5-foot 620_17739_Chp4.indd 102 20_17739_Chp4.indd 102 1/7/05 3:27:03 PM /7/05 3:27:03 PM

103EQUIPMENT CHAPTER 4 cube of shapesand, the challenger must not only beat his opponent’s roll, but must also have a Wisdom score of at least 12. If you are a sand shaper (new prestige class, see page 76) or a cleric with the Sand domain (see page 107) using shapesand in conjunction with your sand shaping abilities, you do not count shapesand items against the total number of items you can maintain at one time. In addition, if you are a sand shaper, you can give control of shapesand objects to other individuals, and those items persist even if the new owner takes them outside the normal 100-foot control area. The new owner need not make a Wisdom check to establish control of the item, so long as his Wisdom score meets the minimum requirement for the object’s volume. Slumber Sand: Slumber sand is a supernatural hazard (see page 26), but alchemists make a substance that mimics the hazard’s effects. A target struck by a fl ask of slumber sand must make a DC 15 Fortitude save or fall asleep for 1 minute. Slumber sand affects only a creature struck by it, and creatures with 5 or more Hit Dice have immunity to the effect. Slumber sand is more effective when a fl ask of it is used as an optional material component for sleep, deep slumber, or symbol of sleep. When so used, the total Hit Dice of creatures affected increases by 2 (the symbol of sleep affects creatures of up to 12 HD), and the DC for the Will saving throw increases by +1. Sunshade Lotion: This translucent green lotion contains extracts of succulent plants, mixed with oils from the skin of chameleons. It darkens slightly on exposure to sunlight. One fl ask is suffi cient to protect a Medium creature from nonlethal damage due to sunburn (see page 18) for 4 hours. MOUNTS Getting across the waste faster is always an advantage. Many waste-dwellers use mounts for just this reason. Table 4–4: Mounts Item Cost Ashworm 200 gp Two-humped camel 100 gp Dromedary camel 75 gp Dust twister 1,500 gp War camel 450 gp Ashworm: These creatures (described on page 140) can be domesticated and trained to become mounts. The poison stingers of most domesticated ashworms are clipped. A tamed ashworm is suitable as a mount for a Medium humanoid. However, the rider must succeed on a DC 15 Ride check once every 24 hours if in a sandy environment or be swept off the back of the ashworm as it dives below the surface for 1d4 rounds before returning to its rider. An ashworm is hard to control in combat (see Mounted Combat, page 157 of the Player’s Handbook) unless it belongs to an ashworm dragoon (see page 66). An ashworm mount requires an exotic saddle, benefi ts from stabling, can wear custom barding (specially constructed, adding an additional 50% to the price), and requires feed like a normal mount (see Mounts and Related Gear, page 131 of the Player’s Handbook). Camel: The camel is the most common mount in the waste. A camel is appropriate as a mount for a Medium humanoid creature. Dromedary and two-humped camels are hard to control in combat (see Mounted Combat, page 157 of the Player’s Handbook), while war camels can be ridden into battle easily. Camels benefi t from stabling, can wear barding, and require feed like normal mounts (see Mounts and Related Gear, page 131 of the Player’s Handbook). Dust Twister: Using a dust twister (described on page 162) as a mount is something only the very rich, eccentric, or the magically gifted normally consider. A tamed dust twister is suitable as a mount for a Medium or Large humanoid-shaped creature. Dust twisters are hard to control in combat (see Mounted Combat, page 157 of the Player’s Handbook). While riding, you appear to be held aloft in the center of the twister some 5 feet off the ground as the dust twister races across the sand. However, you must succeed on a DC 15 Ride check once per day or be fl ung from the calm eye of the dust twister, taking 1d6 points of damage. A dust twister requires no saddle or stable, cannot wear barding, and does not require feed like a normal mount. VEHICLES If you can’t go where you need to by camel—whether because of excess gear or distance—you’ll need some other form of transport. Some vehicles, such as the frame wheel and sledge, are moved by muscle power. The Handle Animal skill is used only if that power comes from a team of draft animals. When the team consists of creatures with Intelligence scores of 3 or higher, the operative skill is Diplomacy. When they are forced labor, the operative skill is Intimidate. The Arms and Equipment Guide provides information on vehicles, vehicle movement, and vehicle combat. Table 4–5: Vehicles Item Cost Cloudskate 3,000 gp Frame wheel 15 gp Sand galley 16,000 gp Sand schooner 8,500 gp Sand skiff 150 gp Sledge 15 gp 620_17739_Chp4.indd 103 20_17739_Chp4.indd 103 1/7/05 3:27:05 PM /7/05 3:27:05 PM

104CHAPTER 4 EQUIPMENT Cloudskate: Huge vehicle; Profession (sailor) +2; Spd wind × 10 ft. (nautical good) or 20 ft. during daylight; Overall AC 1; Section hp 40 (hardness 5); Section AC 3; Rigging 30 hp (hardness 0), AC 3; Ram 4d6; Space 20 ft.; Height 10 ft. (draft 5 ft.); Crew 4; Cargo 10 tons; Cost 3,000 gp. This vehicle is similar to a small keelboat—it is a 20-foot ship without oars—except that it has stabilizing runners along each side. It has a single mast on which a sail can be set. A blade is sturdily mounted on the bottom exterior of the vehicle, running the whole length of the hull, and similar blades are attached to each runner. The rudder is another blade that drags behind the ship, allowing it to be steered. This confi guration allows the vehicle to skate on glass seas at a rate of 1 to 3 miles per hour. An empty cloudskate can carry up to twenty passengers. Frame Wheel: Large vehicle; Handle Animal +2, Diplomacy +2, or Intimidate +2; Spd drawn (poor); Overall hp 15 (hardness 5); Overall AC 3; Ram 3d6; Space 10 ft.; Height 10 ft.; Crew 1; Weight 300 lb., Cargo 4 tons; Cost 15 gp. A frame wheel consists of a pair of wooden wheels constructed around a large, heavy object, such as a block of stone. The wheels cap the ends of the object and keep it off the ground, allowing the object to be rolled along like an oversized log. Like a sledge, a frame wheel can be drawn by beasts of burden or by people and is diffi cult to steer, but it moves more easily up and down slopes than a sledge does. The major drawback of a frame wheel is that it is usually only good for a single load, after which it has to be disassembled, returned to the point of departure, and built all over again around a new load. When multiple loads are of a uniform size, however, the same set of wheels can be used many times. Sand Skiff: Large vehicle; Profession (sailor) +2; Spd wind × 30 ft. (nautical good); Overall AC 3; Section hp 15 (hardness 5); Rigging 10 hp (hardness 0), Section AC 3; Ram 2d6; Space 10 ft.; Height 5 ft.; Crew 1; Weight 200 lb., Cargo 500 lb.; Cost 150 gp. This lightweight framework rests atop a pair of polished runners and sports a single tall sail. Designed for a single rider, a sand skiff is useful for scouting, carrying messages, and as entertainment. The major advantage of the sand skiff lies in how easy it is to construct, though the major disadvantage is that those with the appropriate skill to pilot them are few and far between in the wastes. A sand skiff moves 3 to 10 miles per hour, depending on the wind, and requires flat, open sand on which to move. Sand Schooner: Gargantuan vehicle; Profession (sailor) +2; Spd wind ×20 ft. (nautical average); Overall AC –3; Section hp 25 (hardness 5); Rigging 15 hp (hardness 0), Section AC 3; Ram 8d6; Space 40 ft.; Height 15 ft.; Crew 15; Cargo 50 tons; Cost 8,500 gp. Though rarely seen, the sand schooner is a popular vehicle among certain deep-desert denizens, who use it as a merchant vessel and as a warship. A sand schooner has enough room on its deck for two light catapults or ballistas. Because ships that travel on sand need not worry about sinking, a schooner’s cargo holds have additional hatches located on either side of the hull. These two doors are built to pivot downward and create a simple but effective cargo ramp. A sand schooner moves 2 to 7 miles per hour, depending on the wind, and requires fl at, open sand on which to travel. Sand Galley: Colossal vehicle; Profession (sailor) –2; Spd wind ×10 ft. (nautical poor); Overall AC –3; Section hp 25 (hardness 5); Rigging 15 hp (hardness 0), Section AC 1; Ram 10d6; Space 60 ft.; Height 20 ft.; Crew 25; Cargo 100 tons; Cost 16,000 gp. A step up from the sand schooner, the sand galley is specifi cally designed as a warship. It has suffi cient deck space to accommodate three heavy catapults or six ballistas or light catapults. Much of the vessel’s cargo space is often used for troops rather than for stores or merchandise. Like a sand schooner, a sand galley has one bulkhead on either side of the hull that opens downward to act as a ramp—in this case, facilitating the swift deployment of soldiers. A sand galley moves 1 to 3 miles per hour, depending on the wind, and requires fl at, open sand on which to travel. Sledge: Large vehicle; Handle Animal +2, Diplomacy +2, or Intimidate +2; Spd drawn (clumsy); Overall hp 40 (hardness 5); Overall AC 4; Ram 2d6; Space 10 ft.; Height 1 ft.; Crew 1; Weight 500 lb., Cargo 2 tons; Cost 15 gp. A primitive conveyance still used in many parts of the wastes, especially in sandy areas, the venerable sledge is popular because it does not become mired in sand as easily as wheeled vehicles can. Consisting of a fl at expanse of reinforced wood, a sledge is really just a convenient platform for heavy loads; one can stack up to two tons of material on a sledge and push or pull it all at once. The “driver” of a sledge rarely rides upon the vehicle, but instead paces back and forth between groups of workers or animals that are doing the work, coordinating the team. 620_17739_Chp4.indd 104 20_17739_Chp4.indd 104 1/7/05 3:27:08 PM /7/05 3:27:08 PM

he essence of heat and sand can, with the proper knowledge and methods, be forced to divulge an inherent power. In many cases, magic is the key that unlocks the door to that power, but sometimes the abilities of the mind are equally valuable in focusing the energies hidden by the waste. DRIFT MAGIC Drift magic is the process of tapping the natural strata and tides of magic inherent in large collections of sand, ash, and dust. Such gatherings speak to eons of time, weathering, and history. This power is not visible to the unpracticed eye, but for those with the appropriate sensitivity, even common sand is awash with potential that can be tapped to increase the effects of spells and produce other special effects. Learning Drift Magic: Knowledge empowers drift magic. A character must have taken the Drift Magic feat (see page 49) to gain any of the following benefi ts. With this understanding, a character unlocks the knowledge of the eternal desert. Drift magic is not a secret lore. In fact, information on the craft can be found in desert tombs, scrawled on crumbling papyrus, and in the dreams of those who sleep at the heart of a sandstorm. Limitations of Use: Drift magic requires a connection to the waste, in the form of sand or other desert soil. In waste environments, the soil surrounding a character is suffi cient to meet this requirement. When traveling in other environments, a practitioner of drift magic must carry 1 pound of such material among her equipment. Using Drift Magic: To use drift magic, a character must merely keep in mind her special knowledge of the desert. No checks are required. In natural areas of sand, dust, or ash, a practitioner can use drift magic as a free action. Other areas require the practitioner to expend a move action to utilize drift magic. Spells with a casting time of longer than 1 standard action cannot benefi t from drift magic. Bonus to Effective Caster Level: A practitioner of drift magic adds 1 to the effective caster level of any spell that has the earth descriptor or that deals dessication damage. Even if a spell meets both these criteria, the effective caster level only increases by 1. Flaywind Burst: Characters with the Drift Magic feat can learn fl aywind burst as a 4th-level spell, instead of a 5th-level one. 105 Illus. by D. Kovacs Illus. by D. Kovacs 620_17739_Chp5.indd 105 20_17739_Chp5.indd 105 1/7/05 3:29:04 PM /7/05 3:29:04 PM

106CHAPTER 5 MAGIC SPELL LISTS The spells in the following section supplement those found in the Player’s Handbook. This section also contains a short list of new psionic powers and epic spells. NEW BARD SPELLS 2nd-Level Bard Spell Hydrate: Heals dessication damage. 3rd-Level Bard Spell Tormenting Thirst: Subject is overwhelmed by thirst. 4th-Level Bard Spell Dispel Water: Cancels water spells and effects or dismisses water creatures. 6th-Level Bard Spell Mephit Mob: Summons 2d6 mephits of a kind you designate. NEW CLERIC SPELLS 1st-Level Cleric Spells Cloak of Shade: Touched creature gains protection from heat and sun. Locate Water: Reveals location, size, and quality of water sources. 2nd-Level Cleric Spells 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 Cleric Spells 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 Cleric Spells 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 Cleric Spells Choking SandsM: 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 fi re damage out to 10 ft. and 1d6 out to 20 ft. Passing through wall deals 5d6 damage +1/level. 6th-Level Cleric Spells Desiccate, Mass: Desiccates several creatures. Mummify: Touched living creature dies and is mummifi ed. Symbol of ThirstM: Triggered rune overwhelms nearby creatures with thirst. 8th-Level Cleric Spell Flashfl ood: Wave of water smashes everything in its path and fl oods area. 9th-Level Cleric Spell Mantle of the Fiery SpiritX: Permanently grants one creature the fi re subtype. NEW CLERIC DOMAINS Several new domains are presented below, supplementing those in the Player’s Handbook. Spells marked with a superscript dagger († ) are new spells described in this book. NOBILITY DOMAIN Deity: Tem-Et-Nu. Granted Power: Once per day, you can inspire allies that hear you speak for 1 round. Each such ally gains a +1 morale bonus on saving throws, attack rolls, ability checks, skill checks, and damage rolls. Using this spelllike ability is a standard action, and the effect lasts for a number of rounds equal to your Charisma modifier (minimum 1 round). Nobility Domain Spells 1 Divine Favor: You gain +1 per three levels on attack and damage rolls. 2 Enthrall: Captivates all within 100 ft. + 10 ft./level. 3 Magic Vestment: Armor or shield gains +1 enhancement per four levels. 4 Discern Lies: Reveals deliberate falsehoods. 5 Command, Greater: As command, but affects one subject/level. 6 Geas/Quest: As lesser geas, plus it affects any creature. 7 Repulsion: Creatures can’t approach you. 8 Demand: As sending, plus you can send suggestion. 9 Storm of Vengeance: Storm rains acid, lightning, and hail. 620_17739_Chp5.indd 106 20_17739_Chp5.indd 106 1/7/05 3:29:08 PM /7/05 3:29:08 PM

107CHAPTER 5 MAGIC REPOSE DOMAIN Deity: Anubis, Osiris. Granted Power: You may use a death touch once per day. You must succeed on a melee touch attack against a living creature (using the rules for touch spells). When you touch, roll 1d6 per cleric level you possess. If the total at least equals the creature’s current hit points, it dies (no save). The death touch is a supernatural ability that produces a death effect. Repose Domain Spells 1 Deathwatch: Reveals how near death subjects within 30 ft. are. 2 Gentle Repose: Preserves one corpse. 3 Speak with Dead: Corpse answers one question/two levels. 4 Discern Lies: Reveals deliberate falsehoods. 5 Command, Greater: As command, but affects one subject/level. 6 Undeath to DeathM: Destroys 1d4 HD/level undead (max 20d4). 7 DestructionF : Kills subject and destroys remains. 8 Surelife† : Protects you from death due to hazards. 9 Wail of the Banshee: Kills one creature/level. RUNE DOMAIN Deities: Imhotep, Thoth. Granted Power: Gain Scribe Scroll as a bonus feat. Rune Domain Spells 1 Erase: Mundane or magical writing vanishes. 2 Secret Page: Changes one page to hide its real content. 3 Glyph of WardingM: Inscription harms those who pass it. 4 Explosive Runes: Deals 6d6 damage when read. 5 Planar Binding, Lesser: Traps extraplanar creature of 6 HD or fewer until it performs a task. 6 Glyph of Warding, GreaterM: As glyph of warding, but up to 10d8 damage or 6th-level spell. 7 Drawmij’s Instant SummonsM: Prepared object appears in your hand. 8 Transcribe Symbol†,F: Safely moves an untriggered magical symbol to another location. 9 Teleportation CircleM: Circle teleports any creature inside to designated spot. SAND DOMAIN Deity: Zoser. Granted Power: 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 modifi er + 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 modifi ers on the table below. Item Complexity Modifi er Fine details +2 Functioning tool +2 Functioning armor/weapon +5 Multiple parts +5 Masterwork version +10 Moving parts +10 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. 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. Sand Domain Spells 1 Waste Strider† : Move through waste without penalties. 2 Black Sand† : Creates a 20-ft.-radius area of black sand. 3 Haboob† : Swirling grit obscures vision, blows smaller creatures over, and deals nonlethal damage. 4 Blast of Sand† : Cone deals 1d6 damage/level. 5 Flaywind Burst† : Blows away and knocks down smaller creatures and deals 1d6 damage/level. 6 Awaken Sand†,X: A region of sand forms into a Huge, sentient creature. 7 Vitrify† : Melts sand into glass. 8 Desert Binding†,M: Imprisons creature as sand in an hourglass or wind in the waste. 9 Summon Desert Ally IX† : Calls dustform creature to fi ght. SUMMER DOMAIN Deities: Aurifar, Ishtar, Kikanuti, Solanil, Zoser. Granted Power: 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. Summer Domain Spells 1 Impede Sun’s Brilliance† : Diminishes the heat and light of the sun in an area. 2 Sunstroke† : Target takes 2d6 nonlethal damage and is fatigued. 3 Protection from Dessication† : Absorb 10 points/level of dessication damage. 4 Skin of the Cactus† : Grants natural armor, thorns, and resistance to dehydration. 620_17739_Chp5.indd 107 20_17739_Chp5.indd 107 1/7/05 3:29:10 PM /7/05 3:29:10 PM

108CHAPTER 5 MAGIC 5 Unearthly Heat† : Target is subjected to unearthly heat for 1 round/level. 6 Sunbeam: Beam blinds and deals 4d6 damage. 7 Control Weather: Changes weather in local area. 8 Sunburst: Blinds all within 10 ft., deals 6d6 damage. 9 Storm of Vengeance: Storm rains acid, lightning, and hail. THIRST DOMAIN Deity: Azul. Granted Power: 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 modifi er. You also gain a +2 bonus on Constitution checks to resist dehydration. Thirst Domain Spells 1 Parching Touch† : One touch/level deals 1d6 damage and possibly 1 Con damage. 2 Desiccate† : Deals 1d6/2 levels dessication damage and dehydrates living creature. 3 Tormenting Thirst† : Subject is overwhelmed by thirst. 4 Dispel Water† : Cancels water spells and effects or dismisses water creatures. 5 Desiccate, Mass† : Desiccates several creatures. 6 Symbol of Thirst†,M: Triggered rune overwhelms nearby creatures with thirst. 7 Mephit Mob†,* , : Summons multiple mephits. 8 Horrid Wilting: Deals 1d6 damage /level within 30 ft. 9 Energy Drain: Subject gains 2d4 negative levels. * Dust, salt, or sulfur mephits only. NEW DRUID SPELLS 1st-Level Druid Spells 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 fi ght. Sunstroke: Target takes 2d6 nonlethal damage and is fatigued. Waste Strider: Move through the wasteland without penalties. 2nd-Level Druid Spells 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 fi ght. 3rd-Level Druid Spells 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 fl ensing sand. Summon Desert Ally III: Calls dustform creature to fi ght. Whispering SandF : Sand delivers your message. 4th-Level Druid Spells 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 fi ght. 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 Druid Spells Choking SandsM: 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 fi ght. 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. 620_17739_Chp5.indd 108 20_17739_Chp5.indd 108 1/7/05 3:29:12 PM /7/05 3:29:12 PM

109CHAPTER 5 MAGIC 6th-Level Druid Spells Awaken SandX: 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 mummifi ed. Sandstorm: Creates a controlled duststorm. Scalding Mud: Transmute rock or earth into boiling muck. Summon Desert Ally VI: Calls dustform creature to fi ght. Wall of Magma: Deals 2d6 fi re damage out to 10 ft. and 1d6 out to 20 ft. Passing through wall deals 5d6 damage +1/level. 7th-Level Druid Spells Flesh to Salt, Mass: Turns several creatures into statues of salt. Summon Desert Ally VII. Calls dustform creature to fight. 8th-Level Druid Spells Flashfl ood: Wave of water smashes everything in its path and fl oods area. Mantle of the Fiery SpiritX: Permanently grants one creature the fi re subtype. Summon Desert Ally VIII: Calls dustform creature to fi ght. 9th-Level Druid Spell Summon Desert Ally IX: Calls dustform creature to fi ght. NEW PALADIN SPELLS 2nd-Level Paladin Spells Freedom of Breath: Protects against suffocation and dangerous vapors. Hydrate: Heals dessication damage. NEW RANGER SPELLS 1st-Level Ranger Spells 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 fi ght. Waste Strider: Move through the wasteland without penalties. 2nd-Level Ranger Spells 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 fi ght. 3rd-Level Ranger Spells 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 fi ght. 4th-Level Ranger Spells Slipsand: Creates a volume of slipsand. Summon Desert Ally IV: Calls dustform creature to fi ght. NEW SORCERER/WIZARD SPELLS 1st-Level Sorcerer/Wizard Spells Div Locate WaterF : 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 Sorcerer/Wizard Spells 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 Sorcerer/Wizard Spells 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 fi re and leave a wall-like trail of fl ame in your wake. Storm Mote: Dust devil of fl ensing sand. Trans Whispering SandF : Sand delivers your message. 4th-Level Sorcerer/Wizard Spells 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. 620_17739_Chp5.indd 109 20_17739_Chp5.indd 109 1/7/05 3:29:14 PM /7/05 3:29:14 PM

CHAPTER 5 MAGIC Evoc Parboil: Flash-heats air dealing fi re 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 Sorcerer/Wizard Spells Abjur Antifi re Sphere: Creatures within sphere gain immunity to fi re damage. Dispel Water: Cancels water spells and effects or dismisses water creatures. Conj Wall of Magma: Deals 2d6 fi re 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 SandsM: 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 Sorcerer/Wizard Spells Ench Symbol of ThirstM: 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 mummifi ed. Trans Scalding Mud: Transmute rock or earth into boiling muck. 7th-Level Sorcerer/Wizard Spells Trans Flesh to Salt, Mass: Turns several creatures into statues of salt. Vitrify: Melts sand into glass. 8th-Level Sorcerer/Wizard Spells Abjur Transcribe SymbolF : Safely moves an untriggered magical symbol to another location. Ench Desert BindingM: Imprisons creature as sand in an hourglass or wind in the waste. NEW PSIONIC POWERS 2nd Level Psion/Wilder Powers Psychic Scimitar: Create scimitar of the mind that attacks foes. 6th Level Psion/Psychic Warrior/Wilder Powers Inconstant Location: Slightly detuned from time allows swift instantaneous moves in combat. NEW EPIC SPELLS Beast of a Thousand LegsX: Create a tornado-spawning super-storm. (Spellcraft DC 132) Dire DroughtX: Deal 2d6 dessication damage in 1,000-foot radius. (Spellcraft DC 319) Global Warming: Permanently increase region’s temperature. (Spellcraft DC 100) VolcanoX: Raise a small volcano. (Spellcraft DC 56) Magic of the waste invokes the fearsome power of heat, sand, sun, and thirst. ANTIFIRE SPHERE 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 fi eld that protects against fi re. All creatures within the area of the spell gain immunity to fi re damage. In addition, the sphere prevents the entrance of any creature with the fi re 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. ASHEN UNION 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 110 620_17739_Chp5.indd 110 20_17739_Chp5.indd 110 1/7/05 3:29:16 PM /7/05 3:29:16 PM

111CHAPTER 5 MAGIC 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 fi rst 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 fl uid, 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. ASHSTAR 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 AWAKEN SAND 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 Refl ex 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. BLACK SAND 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 Refl ex saves to avoid being caught in the area upon which the spell is fi rst 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. 620_17739_Chp5.indd 111 20_17739_Chp5.indd 111 1/7/05 3:29:18 PM /7/05 3:29:18 PM

112CHAPTER 5 MAGIC BLAST OF SAND 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: Refl ex half Spell Resistance: No Sand sprays from your outstretched palm with enough force to strip fl esh 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. BODY BLAZE 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 fl ame, which does not harm you or your equipment. When you move, you leave a vertical trail of fl ame in your wake. The sheet of fl ame 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 fl ame must be anchored on a horizontal surface. The blazing wall deals 2d6 points of fi re damage +1 point of fi re 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. CHOKING SANDS 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 fi lled with sand. CLOAK OF SHADE 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 fi re 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. CONTROL SAND 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 fi ne particles of material, such as dust or sand. 620_17739_Chp5.indd 112 20_17739_Chp5.indd 112 1/7/05 3:29:21 PM /7/05 3:29:21 PM

113CHAPTER 5 MAGIC 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. 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. 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. DESERT BINDING Enchantment (Compulsion) [MindAffecting] 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 (see page 204 of the Player’s Handbook), 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 defi ne or specifi - cally 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 fi rst 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. DESERT DIVERSION 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 fl ecked 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 fi eld that usurps some forms of planar travel. Forms of travel taken over by desert diversion include dimension door, ethereal jaunt, etherealness, gate, greater teleport, Illus. by W. O’Connor Body blaze 620_17739_Chp5.indd 113 20_17739_Chp5.indd 113 1/7/05 3:29:25 PM /7/05 3:29:25 PM

114CHAPTER 5 MAGIC 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. DESICCATE 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. DESICCATE, MASS 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. DISPEL WATER 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 fi ll 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 (see page 170 of the Player’s Handbook). 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. FLASHFLOOD 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 620_17739_Chp5.indd 114 20_17739_Chp5.indd 114 1/7/05 3:29:32 PM /7/05 3:29:32 PM

115CHAPTER 5 MAGIC 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 Refl ex 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 specifi c effect and aftereffects of a fl ashfl ood 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 fl ashfl ood in a cleared area, however, the water left behind is full of debris, dirt, and perhaps a few corpses. Such water is unfi t to drink. Cave, Cavern, or Tunnel: The sudden surge of water knocks down support beams, but otherwise has no real effect, aside from fi lling the tunnel with water to a depth of 10 feet. If the area is insuffi cient to support 100,000 cubic feet of water, the water level rises above 10 feet until the entire volume is fi lled, or it spills outward from the confi nes 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 fl ood sections of the tunnel. In such cases, determine whether the fl ooded area is suffi cient to contain the entire volume of water created—and, if not, how deeply the water fl oods the next level up. Any creatures caught in water over their heads might drown. For example, Miyish casts fl ashfl ood 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 fl ashfl ood in an area too small to contain it. Cliffs: Casting fl ashfl ood at the base of a cliff has no effect on the cliff. Casting fl ashfl ood 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 fl ashfl ood. 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 (Refl ex DC 15 half). The debris is swept away by the fl ashfl ood. River, Lake, or Marsh: The river, lake, or marsh overfl ows its banks, though with rivers the effect is transitory. In the case of lakes and marshes, determine how much the body of water overfl ows, 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. FLAYWIND BURST 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), fi lled with scouring, supernatural grit that literally strips fl esh. In addition to the possible effects of the wind, creatures within the area of a fl aywind burst spell take 1d6 points of damage per caster level (maximum 10d6) from the scouring sands. A successful Refl ex save halves this damage. A creature within the area of fl aywind 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 fl ying, 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 fl ying are blown back 1d6×10 feet. Large or Huge creatures are unable to move forward against the force of the blast, or if fl ying are blown back 1d ×5 feet. Gargantuan or larger creatures can move normally within a fl aywind burst. Flaywind burst can’t move a creature beyond its range. In addition to the effects noted, fl aywind burst can do anything else that a windstorm-force sandstorm would be expected to do, such as briefl y 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. 620_17739_Chp5.indd 115 20_17739_Chp5.indd 115 1/7/05 3:29:34 PM /7/05 3:29:34 PM

116CHAPTER 5 MAGIC FLESH TO SALT 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 fl ooding 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 fl esh spell affects salt as if it were stone, returning an affected creature to its original state.. Material Component: A lump of rock salt. FLESH TO SALT, MASS 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 fl esh to salt, except that it affects multiple crearures. You can transform one additional creature for every four caster levels, to a maximum of fi ve creatures at 20th level. FREEDOM OF BREATH 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. FUSE SAND 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) Illus. by D. Hudnut Flesh to salt 620_17739_Chp5.indd 116 20_17739_Chp5.indd 116 1/7/05 3:29:36 PM /7/05 3:29:36 PM

117CHAPTER 5 MAGIC 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 Refl ex 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. HABOOB 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 Refl ex 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 fl ames are automatically extinguished, and there is a 50% chance that protected fl ames 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 Refl ex 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. HALO OF SAND 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 defl ect incoming attacks. The sand does not make it diffi cult for others to see you, but it grants a +1 defl ection bonus to AC. This defl ection bonus increases by 1 for every three caster levels above 3rd, to a maximum of +4 at caster level 12th. HYDRATE 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 fi re subtype, hydrate deals damage instead of healing. Such a creature can apply spell resistance and attempt a Will save to take half damage. IMPEDE SUN’S BRILLIANCE 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. LOCATE 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 620_17739_Chp5.indd 117 20_17739_Chp5.indd 117 1/7/05 3:29:39 PM /7/05 3:29:39 PM

118CHAPTER 5 MAGIC 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 goodsized 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 fi lled bottles and skins. The spell reveals nothing about the quality of the water or how easy it is to reach. The presence of fi re or magma within the spell’s area blocks it. Arcane Focus: A forked hazel wand. MANTLE OF THE FIERY SPIRIT 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 fi ery spirit permanently grants the target the fi re subtype. Material Component: A burning lump of coal and a fi re opal worth 5,000 gp. XP Cost: 2,000 XP. MEPHIT MOB 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, fi re, 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. MUMMIFY 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 fl ash-dry a creature, killing it and preserving it in an instantaneous mummifi cation 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 mummifi ed. Arcane Material Component: A strip of salted cloth. PARBOIL 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 fl ash-heat the air in an area, boiling the blood and baking the brains of creatures caught inside. The hot air deals 6d6 points of fi re damage and 2d4 points of Intelligence damage. Creatures that make successful Fortitude saves take half fi re damage and no Intelligence damage. Arcane Material Component: Water and a pinch of sulfur. PARCHING TOUCH 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 620_17739_Chp5.indd 118 20_17739_Chp5.indd 118 1/7/05 3:29:41 PM /7/05 3:29:41 PM

119CHAPTER 5 MAGIC 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. PROTECTION FROM DESSICATION 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. SANDFORM 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 fl anking. 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 fi re 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: Caster Size Slam Damage Fine — Diminutive 1 Tiny 1d4 Small 1d6 Medium 1d8 Large 2d6 Huge 3d6 Gargantuan 4d6 Colossal 5d6 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 circ*mstance 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. SANDSTORM 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 insuffi cient to carry suspended sand. (Wind strength and related duststorm effects are briefl y 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 fi ne grains of sand that reduces visibility, smothers unprotected fl ames, and even chokes protected fl ames. A windstorm (51+ mph) drives most fl ying creatures from the skies, uproots small trees, knocks down light wooden structures, tears off roofs, and endangers ships. Wind of 620_17739_Chp5.indd 119 20_17739_Chp5.indd 119 1/7/05 3:29:43 PM /7/05 3:29:43 PM

120CHAPTER 5 MAGIC 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 fl ensing 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 nonfortifi ed buildings and often uproots large trees. Tornado-force sandstorms are of the fl ensing variety. SCALDING MUD 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 fi re damage per round, while those completely submerged in the sludge take 10d6 points of fi re damage per round. Creatures atop the mud (such as those standing on straw) take 1d6 points of fi re 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 fi re 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. SCIMITAR OF SAND 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 modifi er does not apply to the damage. You can use a scimitar of sand without penalty even if you lack profi ciency 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 fi lings. SEARING EXPOSURE 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 (see Chapter 1). 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. SKIN OF THE CACTUS 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. 620_17739_Chp5.indd 120 20_17739_Chp5.indd 120 1/7/05 3:29:45 PM /7/05 3:29:45 PM

121CHAPTER 5 MAGIC 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. SLEEP MOTE Enchantment (Compulsion) [MindAffecting] 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 fl ies 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 fi ne sand and a live cricket. SLIPSAND 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 fi ll 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 diffi cult 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 fi nd 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. SOUL OF THE WASTE 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 diffi cult to damage the material (and you). If some creature were to shovel or otherwise remove suffi cient sand from the area so that you no longer fi t 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. STORM MOTE 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 620_17739_Chp5.indd 121 20_17739_Chp5.indd 121 1/7/05 3:29:47 PM /7/05 3:29:47 PM

122CHAPTER 5 MAGIC You create a whirling vortex of sand. It fl ies 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. SUMMON DESERT ALLY I 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. SUMMON DESERT ALLY II 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. SUMMON DESERT ALLY III 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, Summon Desert Ally 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 2nd Level Donkey Eagle Formian worker Giant ant, worker Hyena Monstrous scorpion, Medium Monstrous spider, Medium Riding dog Snake, Medium viper Vulture† 3rd Level Ashworm† Bat swarm Camel Cheetah Dire badger Dire bat Giant ant, soldier Monstrous centipede, Large Snake, Large viper 4th Level Ankheg Deinonychus Dire jackal† Giant ant, queen Giant eagle Giant owl Monstrous spider, Large Protoceratops† 5th Level Dire vulture† Formian, warrior Lion Locust swarm Monstrous centipede, Huge Monstrous scorpion, Large Snake, Huge viper 6th Level Diprotodon† Dire lion Giant stag beetle Hippopotamus† Megaraptor Monstrous centipede, Gargantuan Monstrous spider, Huge Rhinoceros 7th Level Elephant Formian, taskmaster Giant banded lizard† Monstrous scorpion, Huge 8th Level Dire tortoise† Dunewinder† Monstrous centipede, Colossal Monstrous spider, Gargantuan Triceratops Tyrannosaurus 9th Level Monstrous scorpion, Gargantuan Monstrous spider, Colossal † New monster described in Chapter 6. 620_17739_Chp5.indd 122 20_17739_Chp5.indd 122 1/7/05 3:29:49 PM /7/05 3:29:49 PM

123CHAPTER 5 MAGIC or 1d4+1 1st-level creatures of the same kind. SUMMON DESERT ALLY IV 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. SUMMON DESERT ALLY V 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. SUMMON DESERT ALLY VI 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. SUMMON DESERT ALLY VII 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. SUMMON DESERT ALLY VIII 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. SUMMON DESERT ALLY IX 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 same kind. SUNSTROKE 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). SURELIFE 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. SYMBOL OF THIRST Enchantment (Compulsion) [MindAffecting] 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 620_17739_Chp5.indd 123 20_17739_Chp5.indd 123 1/7/05 3:29:51 PM /7/05 3:29:51 PM

124CHAPTER 5 MAGIC 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 fi nd 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. TORMENTING THIRST Enchantment (Compulsion) [MindAffecting] 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 fl ies 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. TRANSCRIBE SYMBOL 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 diffi cult 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. TRANSMUTE SAND TO GLASS 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 Refl ex 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 (see page 304 of the Dungeon Master’s Guide). Arcane Material Component: A mixture of crushed glass and sand. TRANSMUTE SAND TO STONE 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 620_17739_Chp5.indd 124 20_17739_Chp5.indd 124 1/7/05 3:29:53 PM /7/05 3:29:53 PM

125CHAPTER 5 MAGIC 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. TRANSMUTE STONE TO 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 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 fl oor, 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 Refl ex 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. UNEARTHLY HEAT 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. VITRIFY 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 Refl ex save to escape before the area is changed. A creature that fails its save and that is unable to levitate, fl y, 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 620_17739_Chp5.indd 125 20_17739_Chp5.indd 125 1/7/05 3:29:55 PM /7/05 3:29:55 PM

126CHAPTER 5 MAGIC begin to suffocate (see page 304 of the Dungeon Master’s Guide). Arcane Material Component: A small glass marble. WALL OF MAGMA 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 fl ammable materials in contact with the wall of magma to catch fi re 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 fi rm 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 diffi cult) to form the wall into a ring to enclose creatures, but they can avoid this with successful Refl ex saves. The wall sends forth waves of heat, dealing 2d6 points of fi re damage to creatures within 10 feet and 1d6 points of fi re damage to those past 10 feet but within 20 feet. Unlike a wall of fi re, both sides of a wall of magma radiate heat. 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 fi re damage +1 point of fi re 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 fi re 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 Illus. by R. Spencer Vitrify 620_17739_Chp5.indd 126 20_17739_Chp5.indd 126 1/7/05 3:29:57 PM /7/05 3:29:57 PM

127CHAPTER 5 MAGIC 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 fi lls 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. WALL OF SALT 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 fi rm 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 fi ve 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 diffi cult, 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 Refl ex saves. Arcane Material Component: A crystal of rock salt. WALL OF SAND 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 fl ames 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 diffi cult, 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 Refl ex 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. 620_17739_Chp5.indd 127 20_17739_Chp5.indd 127 1/7/05 3:30:03 PM /7/05 3:30:03 PM

128CHAPTER 5 MAGIC A wall of sand can be made permanent with a permanency spell. Arcane Material Component: A handful of sand. WALL OF WATER 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 modifi er) 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 (see Drowning, page 304 of the Dungeon Master’s Guide). 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 fl ame 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 fi re 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 fi re 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. WASTE STRIDER 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. WHISPERING SAND 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 fi x 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. WITHER 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. 620_17739_Chp5.indd 128 20_17739_Chp5.indd 128 1/7/05 3:30:05 PM /7/05 3:30:05 PM

129CHAPTER 5 MAGIC PSIONIC POWERS The following powers supplement those described in the Expanded Psionics Handbook. INCONSTANT LOCATION Psychoportation (Teleportation) Level: Psion/wilder 6, psychic warrior 6, Display: Visual; see text Manifesting Time: 1 standard action Range: Personal Target: You Duration: 1 minute Power Points: 11 You transport yourself around the battlefi eld, making it hard for your enemies to pin you down. At the beginning of your turn, as a swift action, you can teleport yourself to any other space to which you have line of sight, so long as that space is no farther than you could move in normal move action. (A swift action is a type of free action that you can take only once per round, on your turn.) You can bring along objects as long as their weight doesn’t exceed your maximum load. This transport is instantaneous and does not provoke attacks of opportunity. Once you teleport, you can take your actions for the round normally. You do not have to adjust your location each round, but the duration counts down just the same. Augment: For every additional power point you spend, the duration of this power is extended for 1 round. PSYCHIC SCIMITAR Psychometabolism Level: Psion/wilder 2 Display: Visual; see text Manifesting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Effect: One psychic blade Duration: 1 min./level (D) Saving Throw: None Power Resistance: No Power Points: 3 A wraithlike, glowing scimitar shaped from your psychic might materializes and moves as you desire, allowing you to attack enemies or deliver low-level touch powers at a distance. Upon manifesting the power, you lose 2 Intelligence points that return when the power ends (even if it is negated), but not if the scimitar is destroyed. In this latter case, treat the lost Intelligence points as ability damage. You can use a psychic scimitar to attack enemies at a distance. Attacks with a psychic scimitar are melee touch attacks that deal 1d6 points of damage. Since the blade is immaterial, your Strength modifi er does not apply to the damage even if you wield the blade in your hand. If you wield the scimitar in your hand, you are treated as profi cient even if you ordinarily lack profi ciency with the scimitar. Other creatures cannot wield a psychic scimitar. The power gives you a +2 bonus on your melee touch attack roll, and attacking with a psychic scimitar counts normally as an attack. A psychic scimitar always strikes from your direction. The blade cannot fl ank targets as a creature can. The blade is incorporeal and thus cannot be harmed by normal weapons. It has improved evasion (half damage on a failed Refl ex save and no damage on a successful save), your save bonuses, and a base AC of 22. Your Intelligence modifi er applies to the blade’s AC as if it were the scimitar’s Dexterity modifi er. A psychic scimitar has 4 hit points. Alternatively, any power of 4th level or lower with a range of touch that you manifest can be delivered if you make a successful attack with a psychic scimitar. After it delivers a power, or if the blade goes beyond the power range or goes out of your sight, the blade returns to you and hovers there until given further direction. Augment: For every 2 additional power points you spend, your psychic scimitar deals an extra 1 point of damage. EPIC SPELLS Epic-level characters can choose spells from among those presented below. BEAST OF A THOUSAND LEGS Evocation Spellcraft DC: 132 Components: V, S, XP Casting Time: 10 minutes Range: 0 ft. Area: 2-mile-radius emanation Duration: 20 hours Saving Throw: None (see text) Spell Resistance: No To Develop: 1,152,000 gp; 24 days; 46,080 XP. Seed: energy (weather) (DC 25). Factors: produce multiple tornados (ad hoc ×10 DC). Mitigating factors: burn 10,000 XP (–100 DC), increase casting time by 9 minutes (–18 DC). You manipulate the atmosphere to create a terrible, roiling storm from which tornados sprout randomly and writhe across the land. The storm forms over the course of 10 minutes after the spell is cast. At any time, ten tornados are active in the storm, and each tornado is 150 feet across. A particular tornado touches the ground for 1d6×10 minutes; when this duration expires, another tornado appears at a random location elsewhere within the storm. See page 95 of the Dungeon Master’s Guide for details on the effects of tornadoforce winds. XP Cost: 10,000 XP. DIRE DROUGHT Evocation [Fire] Spellcraft DC: 319 Components: V, S, XP Casting Time: 1 minute Range: 1,000 ft. Area: 1,000-foot-radius emanation Duration: 20 hours Saving Throw: None Spell Resistance: No To Develop: 2,871,000 gp; 58 days; 114,840 XP. Seed: energy (emanate 620_17739_Chp5.indd 129 20_17739_Chp5.indd 129 1/7/05 3:30:07 PM /7/05 3:30:07 PM

130CHAPTER 5 MAGIC 2d6 heat in 10-ft. radius) (DC 19). Factor: 100 times increase in base area (+400 DC). Mitigating factor: burn 10,000 XP (–100 DC). You call forth the heat and drought of the deep desert. The creature or object you target emanates heat to a radius of 1,000 feet for 20 hours. The emanated heat deals 2d6 points of dessication damage per round to unprotected creatures, or 2d8 points to plants or elementals with the water subtype (the target is susceptible if not magically protected or otherwise resistant to energy). The intense heat evaporates water from the soil, killing ordinary plant life. The difference in temperature from the surrounding area causes a strong wind, which blows the soil away and produces a duststorm within the area (see Sandstorms, page 16). Creatures damaged by this spell are dehydrated. Dire drought counters and dispels dire winter (dire drought is also countered and dispelled by dire winter; see that spell description on page 76 of the Epic Level Handbook). XP Cost: 10,000 XP. GLOBAL WARMING Evocation [Fire] Spellcraft DC: 150 Components: V, S, Ritual, XP Casting Time: 10 minutes Range: 0 ft. Area: 100-mile-radius emanation Duration: Permanent Saving Throw: None Spell Resistance: No To Develop: 900,000 gp; 18 days; 36,000 XP. Seed: energy (weather) (DC 25). Factors: 50 times increase in base area (+200 DC), permanent duration (×5). Mitigating factors: increase casting time by 9 minutes (–18 DC), eleven additional casters contributing 9th-level spell slots (–187 DC). You increase the temperature of the region, drying up water and baking the soil within a 100-mile-radius area. 10 minutes after the spell is cast, the temperature band increases to warm or by one step (see page 12), whichever produces the hotter result. Open water and moisture in soil and plants evaporates, creating desert conditions that last until global warming is dispelled. If the region was ice-covered, the snow and ice melt rapidly, which might result in fl ooding. Global warming counters and dispels ice age (described in the Frostburn supplement). This is a ritual spell requiring eleven other spellcasters, each of whom must contribute an unused 9th-level spell slot to the casting. XP Cost: 5,000 XP. VOLCANO Conjuration (Creation) [Earth, Fire] Spellcraft DC: 56 Components: V, S, XP Casting Time: 1 day, 11 minutes Range: 0 ft. Area: Volcanic cone (500 ft. tall and 500 ft. wide) Duration: Instantaneous Saving Throw: None; see text Spell Resistance: No To Develop: 504,000 gp; 11 days; 20,160 XP. Seed: conjure (21), energy (DC 25). Factors: change area to 40-ft. cone (+2 DC), increase area by 1250% (+50 DC). Mitigating factors: burn 2,000 XP (–20 DC), increase casting time by 1 day and 10 minutes (–22 DC). You raise a small volcano. The new volcano is active, drawing magma from deep within the ground, spewing lava and smoke into the air. Its base is roughly circular and about 500 feet across, and the cone tapers to a crater about 500 feet up. XP Cost: 2,000 XP. MAGIC ITEMS Magic items exist that can withstand, protect from, emulate, or channel the waste. This section provides descriptions of such objects. New spells found in this book are marked with a superscript dagger († ). Unless otherwise noted, other referenced spells are found in the Player’s Handbook. ARMOR AND SHIELD SPECIAL ABILITIES The following armor and shield special abilities supplement those in Chapter 7 of the Dungeon Master’s Guide. Cool: This special ability can be placed only on a suit of armor. The suit’s wearer does not take the normal –4 penalty on Fortitude saves to resist the effects of hot environments. Faint abjuration; CL 3rd; Craft Magic Arms and Armor, endure elements; Price +2,400 gp. Dessication Resistance: This special ability can be placed only on a suit of armor. The armor absorbs the fi rst 10 points of dessication damage per attack that the wearer would normally take. Faint abjuration; CL 3rd; Craft Magic Arms and Armor, protection from dessication† ; Price +9,000 gp. Scorpion Carapace: This special ability can be placed only on a suit of armor. A favorite of many desert fi ghters, this suit of armor contains the essence of and has a visual resemblance to a desert scorpion. The wearer gains the benefi t of the Scorpion’s Resolve and Scorpion’s Sense feats (see page 53). Moderate transmutation; CL 9th; Craft Magic Arms and Armor, Scorpion’s Resolve and Scorpion’s Sense or resistance, and creator must be 12th level; Price +32,000 gp. 620_17739_Chp5.indd 130 20_17739_Chp5.indd 130 1/7/05 3:30:09 PM /7/05 3:30:09 PM

CHAPTER 5 MAGIC WEAPON SPECIAL ABILITIES The following weapon special abilities supplement those in Chapter 7 of the Dungeon Master’s Guide. Desiccating: A desiccating weapon destroys the water in a living creature that it strikes. Upon command, it is surrounded by a glow like the desert sun, which does not harm the wielder. A desiccating weapon deals an extra 1d6 points of dessication damage (1d8 points against plants and elementals of the water subtype). Bows, crossbows, slings, and other projectile weapons so crafted bestow the desiccating effect on their ammunition. Moderate necromancy; CL 8th; Craft Magic Arms and Armor, desiccate† , wither† , or horrid wilting; Price +2 bonus. Desiccating Burst: A desiccating burst weapon functions as a desiccating weapon that also explodes with a dehydrating blast upon striking a successful critical hit. The burst does not harm the wielder. In addition to the dessication damage from the desiccating ability (see above), a desiccating burst weapon deals an extra 1d10 points of dessication damage on a successful critical hit (2d8 points against plants and elementals of the water subtype). If the weapon’s critical multiplier is ×3, add an extra 2d10 points of dessication damage instead, and if the multiplier is ×4, add an extra 3d10 points of dessication damage (4d8 and 6d8 points, respectively, against plants and elementals of the water subtype). Bows, crossbows, slings, and other projectile weapons so crafted bestow the desiccating burst effect on their ammunition. Even if the desiccating ability is not active, the weapon still deals its extra dessication damage on a successful critical hit. Strong necromancy; CL 12th; Craft Magic Arms and Armor, desiccate† , wither† , or horrid wilting; Price +3 bonus. Duststorm: This special ability can be placed only on a melee weapon. Three times per day, the wielder of a duststorm weapon can use it to activate haboob† , as the spell. The wielder has immunity to the effect. To cast the spell, the wielder must take a full-round action to swing the weapon about in circles, provoking attacks of opportunity. Moderate conjuration; CL 10th; Craft Magic Arms and Armor, freedom of breath† and haboob† ; Price +3 bonus. Specific Weapon The following specifi c weapon is usually constructed with exactly the qualities described here. Lash of the Sands: This +2 desiccating burst whip is formed of permanently stabilized shapesand. It is twice as heavy as a normal whip and deals lethal damage, which is effective even against opponents in armor. The whip can also entangle an opponent that it hits, as an animate rope spell (caster level 12th). The entangled opponent takes 1d6 points of dessication damage per round it remains entangled. 131 Table 5–1: New Magic Items Armor Special Abilities Cost Cool +2,400 gp Dessication resistance +9,000 gp Scorpion carapace +32,000 gp Weapon Special Abilities Cost Desiccating +2 Desiccating burst +3 Duststorm +3 Specifi c Weapon Descriptions Cost Lash of the Sands 56,400 gp Rings Cost Sandstriding 10,000 gp Sandform 24,000 gp Blazing sun 135,000 gp Rods Cost Sand repelling 60,000 gp Staffs Cost Nomads 49,500 gp The pharaoh 82,901 gp The sands 79,890 gp Withering thirst 91,880 gp Wondrous Items Cost Replenishing skin 1,000 gp Lamp of stars 1,100 gp Portable fountain 1,800 gp Portable shade 2,000 gp Slashing sand 2,000 gp Sandals of the shifting sand 2,500 gp Sand painting, mandala of peace 2,880 gp Thirsty sand 3,000 gp Sand painting, travelers’ oasis 4,000 gp Opal of tunneling 6,350 gp Ashworm pellet 6,825 gp Goggles of the desert 8,250 gp Figurine of wondrous power, ivory camel 8,500 gp Cloak of garden shade 10,000 gp Everfresh bottle 10,000 gp Burnoose of 1,001 thorns 10,080 gp Figurine of wondrous power, gold beetle 11,500 gp Waterskin of deluge 12,350 gp Veil of allure 14,000 gp Cloak of sandswimming 15,000 gp Gloves of sand shaping 15,000 gp Bottle of endless sand 16,200 gp Glove of choking sands 16,200 gp Personal oasis 18,600 gp Tovar’s instant well 23,500 gp Cape of the wastes 30,000 gp Burnoose of moonless nights 33,000 gp Glass of distance 52,200 gp Jug of whirlwinds 64,800 gp Lens of the desert 66,000 gp Folding sand vessel 100,000 gp Mask of sweet air 147,000 gp Special Material Cost Kheferu ×2 620_17739_Chp5.indd 131 20_17739_Chp5.indd 131 1/7/05 3:30:10 PM /7/05 3:30:10 PM

132CHAPTER 5 MAGIC Strong necromancy; CL 12th; Craft Magic Arms and Armor, animate rope and desiccate† , wither† , or horrid wilting; Price 56,400 gp; Cost 28,400 gp + 2,256 XP. RINGS The following rings supplement those appearing in Chapter 7 of the Dungeon Master’s Guide. Blazing Sun: This ring is made of polished fi re opal and is always very warm to the touch, as though it has been lying in the sun for several hours. The wearer gains the fi re subtype while wearing the ring. Strong transmutation; CL 15th; Forge Ring, mantle of the fi ery spirit† ; Price 135,000 gp. Sandform: On command, this sandstone ring allows the wearer to take the form of living sand, as the sandform† spell. The wearer can remain in sandform for up to 10 minutes per day, and the duration need not be consecutive rounds or minutes. Moderate transmutation; CL 10th; Forge Ring, sandform† ; Price 24,000 gp. Sandstriding: This brass ring has the shape of a coiled rattlesnake. The wearer gains the benefi t of the Sandskimmer feat (see page 52). Faint transmutation; CL 3rd; Forge Ring, creator must have the Sandskimmer feat or the innate ability to move easily through sand; Price 5,000 gp. RODS The following rod supplements those appearing in Chapter 7 of the Dungeon Master’s Guide. Sand Repelling: This clear glass rod forces sand, dust, ash, grit, and similar loose soils away in a 10-foot-radius sphere. This ability functions on command. The user can travel through sand and loose soil as the rod pushes the material away. Breathing is not a problem as long as the surrounding area is not poisonous or a vacuum. It cannot keep duststorms at bay, but it does protect against any of the effects of the suspended grit in the storm (such as nonlethal damage and potential suffocation). Strong abjuration; CL 15th; Craft Rod, wind wall; Price 60,000 gp. STAFFS The following staffs supplement those appearing in Chapter 7 of the Dungeon Master’s Guide. Nomads: A simple, wooden staff with a pronounced bend at the top, this item appears to be nothing more than a shepherd’s crook. It allows the use of the following spells: • Cloak of shade† (1 charge) • Locate water† (1 charge) • Hydrate† (1 charge) • Find the path (2 charges) Strong divination; CL 12th; Craft Staff, fi nd the path, cloak of shade† , locate water† , hydrate† ; Price 49,500 gp. The Pharaoh: This staff is covered in gold leaf, giving it a metallic sheen. The head forms a large hook, open in the center. It allows the use of the following spells: • Cause fear (1 charge) • Summon monster IV (a celestial or fi endish snake, Huge viper only) (1 charge) • Lightning bolt (1 charge) • Control weather (2 charges) Strong transmutation; CL 13th; Craft Staff, cause fear, control weather, lightning bolt, summon monster IV; Price 82,901 gp. The Sands: A clear glass sphere half fi lled with dust tops this staff of fused and vitreous sand. It allows use of the following spells: • Blast of sand† (1 charge) • Haboob† (1 charge) • Flaywind burst† (2 charges) • Sandstorm† (2 charges) Strong conjuration; CL 12th; Craft Staff, sandstorm† , fl aywind burst† , blast of sand† , haboob† ; Price 79,890 gp. Withering Thirst: This horrid staff is crafted from the mummifi ed limb of a creature that died of thirst. It allows use of the following spells: • Desiccate† (1 charge) • Wither† (2 charges) • Dispel water† (2 charges) • Mass desiccate† (2 charges) • Horrid wilting (3 charges) Strong necromancy and abjuration; CL 15th; Craft Staff, desiccate† , dispel water† , horrid wilting, mass desiccate† , wither† ; Price 91,880 gp. WONDROUS ITEMS The following wondrous item supplement those in Chapter 7 of the Dungeon Master’s Guide. Ashworm Pellet: This item is a roughly spherical bead of volcanic scoria, about 1 inch across. When thrown upon the ground, the pellet grows into an ashworm (see page 140). This action consumes the pellet and takes 1 full round to fully form. Disintegrating the pellet or dealing it at least 50 points of damage during that time prevents the ashworm from appearing. The ashworm remains for 10 minutes. It is an average specimen in all regards. It serves the user until it is slain or the duration ends (it can obey only simple commands). Strong conjuration; CL 13th; Craft Wondrous Item, summon nature’s ally VII; Price 6,825 gp. Bottle of Endless Sand: If the stopper is removed from this opaque glass bottle and a command word spoken, an amount of fi ne, dry sand fl ows out. Separate command words determine the type as well as the volume and velocity. • “Heap” pours out 1 cubic foot per round. • “Dune” produces a 20-cubic-foot pile at 5 cubic feet per round. 620_17739_Chp5.indd 132 20_17739_Chp5.indd 132 1/7/05 3:30:12 PM /7/05 3:30:12 PM

133CHAPTER 5 MAGIC • “Sandblast” produces a spray of sand dealing 1d6 points of damage per round. This effect causes considerable back pressure, requiring the holder to make a DC 12 Strength check to avoid being knocked prone. A sandblast can affect only one target per round. The command word must be spoken to stop the fl ow of sand. Moderate conjuration; CL 9th; Craft Wondrous Item, blast of sand; Price 21,600 gp; Weight 2 lb. Burnoose of Moonless Nights: This black burnoose seems like an ordinary desert robe. Three times per day, in darkness or shadowy illumination, the wearer can draw up the hood to gain total concealment. Unlike ordinary invisibility, the wearer can attack without revealing her location. The burnoose does not work in bright light, and such light reveals a wearer within its area. Each use of the burnoose lasts for 10 rounds. Moderate illusion; CL 10th; Craft Wondrous Item, greater invisibility; Price 33,000 gp. Burnoose of 1,001 Thorns: Once per day, the wearer of this robe can utter a command word, causing the burnoose to harden and sprout hundreds of sharp thorns. For 70 minutes thereafter, the wearer is the subject of a skin of the cactus spell. Moderate abjuration; CL 7th; Craft Wondrous Item, skin of the cactus; Price 10,080 gp. Cape of the Wastes: This bizarre garment appears to be made of sand, although it is soft and light. Its wearer remains comfortably cool in hot weather up to extreme heat, making no Fortitude saves or Constitution checks to resist natural heat effects. The cape keeps its wearer comfortably warm, as the endure elements spell, similarly negating the need for saves or checks against natural cold effects. Finally, the wearer gains the benefi t of the Sand Camoufl age feat (see page 51). Faint abjuration; CL 5th; Craft Wondrous Item, Sand Camoufl age, endure elements; Price 30,000 gp. Cloak of Garden Shade: The wearer of this deep green cloak is treated as if under the effect of a cloak of shade spell. Faint abjuration; CL 5th; Craft Wondrous Item, cloak of shade; Price 10,000 gp. Cloak of Sandswimming: This rust-red cloak is made of slick satin. The wearer’s body becomes smooth and slick like an asherati’s, granting a +2 enhancement bonus to natural armor. The wearer can also use the sandswim ability of the asheratis (see page 38). Faint transmutation; CL 3rd; Craft Wondrous Item, barkskin, creator must be an asherati; Price 15,000 gp; Weight 1 lb. Everfresh Bottle: Any water contained in this ornate glass bottle is always pure and perfectly suitable for drinking. Even poisons and holy (or unholy) water become ordinary drinking water when placed within. Magic potions are unaffected. Faint transmutation; CL 5th; Craft Wondrous Item, purify food and drink; Price 10,000 gp. Figurines of Wondrous Power: Inhabitants of the waste craft these fi gurines from inspiration they get from the desert and its trials. Gold Beetle: When activated, a gold beetle grows, gaining the statistics of a giant stag beetle (see page 285 of the Monster Manual) with some exceptions. Its Intelligence is 6, it is able to understand Common and Terran, and it is able to move across any waste terrain at normal speed. The beetle is treated as a magical beast when in its living form. The item can be used for up to 24 hours per week, but the duration need not be continuous. Moderate transmutation; CL 11th; Craft Wondrous Item, animate objects, levitate; Price 11,500 gp. Ivory Camel: When commanded, this statuette changes into a creature with the same properties as a dromedary camel (see page 192), except that it has an Intelligence of 8, can communicate in Common, and is exceptionally heat-tolerant. It has a +4 bonus on saves to resist heat and dehydration, and it is unaffected by sun glare. The item can be used for up to 12 hours per week, but the duration need not be continuous. Moderate transmutation; CL 11th; Craft Wondrous Item, animate objects; Price 8,500 gp. Folding Sand Vessel: This fi ne, wooden box is 12 inches long, 6 inches wide, and 6 inches deep. It can hold items like any other box. If a command word is spoken, the box unfolds itself to form a sand skiff (see page 104) over the course of 1 round. Items in the box are deposited, unharmed, on the ground. A second command word causes it to unfold into a sand schooner (see page 104) over the course of 5 rounds. A third word of command causes the vessel to fold itself into a box again, taking the same amount of time as unfolding. Strong transmutation; CL 15th; Craft Wondrous Item, polymorph any object, creator must have 5 ranks in the Craft (shipbuilding) skill; Price 100,000; Weight 4 lb. Glass of Distance: This fi ne spyglass can be used to see up to ten miles away. While looking into the distance, a Illus. by M. Phillippi Bottle of endless sand 620_17739_Chp5.indd 133 20_17739_Chp5.indd 133 1/7/05 3:30:14 PM /7/05 3:30:14 PM

134CHAPTER 5 MAGIC user can speak a command word to instantly transport to an adjacent square of an object or creature he can see. If the spyglass is reversed, a user looking through the large end can speak a command word to transport an adjacent creature or object to a distance of up to ten miles away. More than one object or creature can be transported, so long as each is in physical contact with another. A spyglass of distance can be used to teleport a creature only once per day, regardless of direction. Moderate conjuration and divination; CL 9th; Craft Wondrous Item, teleport, scrying; Price 52,200 gp; Weight 1 lb. Glove of Choking Sands: This seemingly ordinary leather glove allows the wearer to choke a target, as with the choking sands spell, on command, once per day. Moderate necromancy; CL 9th; Craft Wondrous Item, choking sands† ; Price 16,200 gp. Gloves of Sand Shaping: These lizardskin gloves confer sand shaping ability as if the wearer possessed the Sand domain’s granted power (see page 107). Moderate transmutation; CL 10th; Craft Wondrous Item, creator must have access to the Sand domain; Price 15,000 gp. Goggles of the Desert: The lenses of these goggles are all black, except for thin horizontal strips just over the wearer’s eyes. They protect a wearer from the effects of glare (see page 18) and grant a +4 bonus on saving throws against dazzling effects, such as fl are. The goggles enable the wearer to see up to 60 feet without penalty in duststorm conditions. Faint Transmutation; CL 3rd; Craft Wondrous Item, cloak of shade† , darkvision; Price 8,250 gp. Jug of Whirlwinds: This item is a beaten silver amphora, stoppered by a silver plug engraved with runes of protection. Once per day, when the user speaks a command word and opens the jug, a whirlwind (as the spell) emerges. The user directs the whirlwind, which lasts for 15 rounds unless dismissed. Strong evocation; CL 15th; Craft Wondrous Item, whirlwind; Price 64,800 gp; Weight 5 lb. Lamp of Stars: This item appears to be an ordinary oil lamp, decorated with a pattern of tiny stars. Once per day, the bearer of the lamp can utter a command word, causing the fl ame to fl icker out and be replaced by magical starlight. The lamp then sheds blue-white light in a 30- foot radius (and shadowy light for an additional 30 feet). Creatures with low-light vision can see three times as far in this light, instead of just twice as far. The starlight lasts until the lamp runs out of oil after 6 hours, at which point both the starlight and the lamplight are extinguished. Refi lling the lamp with oil allows the magic to be used once again. Faint evocation; CL 3rd; Craft Wondrous Item, light; Price 1,100 gp. Lens of the Desert: This magnifying glass, its gold frame worked with a sunburst motif, can be commanded to create a beam of focused sunlight. Three times per day, on command, the lens emits a single beam like that produced by a sunbeam spell. Strong evocation; CL 13th; Craft Wondrous Item, sunbeam; Price 66,000 gp. Mask of Sweet Air: This clear crystal mask fi ts snugly over the mouth and nose. Its wearer can breathe freely in air fouled by smoke, dust, and fumes without fear of suffocation. The wearer gains immunity to airborne stench attacks or poisons, such as the stench of a troglodyte or the effect of cloudkill. In addition, a mask of sweet air grants continuous water breathing. Moderate abjuration, conjuration, and transmutation; CL 7th; Craft Wondrous Item, freedom of breath† , neutralize poison, water breathing; Price 147,000 gp. Opal of Tunneling: This black opal bead is about the size of a large pearl. When thrown against a surface, the bead explodes in a red fl ash and melts a hole into the material, forming a lava tube 10 feet wide and up to 30 feet long. The hot tunnel walls deal 1d6 points of fi re damage per round of contact. Edges of the lava tube glow with this heat for 1 minute, after which time the new tunnel is safe for unprotected creatures to enter. An opal of tunneling works only on rock and similar materials (such as crystal, salt, and so on). It does not damage a living creature, nor does it penetrate wood. However, a creature within the 10-foot-diameter sphere of the bead’s explosion takes 2d6 points of fi re damage from the blast. Strong conjuration and transmutation; CL 13th; Craft Wondrous Item, disintegrate, wall of magma† ; Price 6,350 gp. Personal Oasis: Once per day, when this 10-foot-by-10- foot blanket is unrolled, and the command word spoken, a 5-foot-by-10-foot tent springs from the blanket, along with a campfi re, a bowl of dates, and a gallon of cool water. The tent functions in all ways, aside from its dimensions, as Leomund’s tiny hut. The campfi re burns continuously, never needing fuel, and the dates are enough to sustain one person for a day. Upon speaking the command word again, the oasis rolls back up into blanket form. Faint conjuration and evocation; CL 5th; Craft Wondrous Item, create food and water, Leomund’s tiny hut, produce fl ame; Price 18,600 gp. Portable Fountain: When it is placed on the ground and a command word spoken, this palm-sized, jade chrysanthemum expands to become a fountain, gushing fresh water from its center into a spacious basin. The fountain occupies a 5-foot square. It can be used once per day, producing 10 gallons of water. The fountain reverts to its portable form when all the water has been removed from its basin. Faint conjuration; CL 5th; Craft Wondrous Item, create water; Price 1,800 gp. 620_17739_Chp5.indd 134 20_17739_Chp5.indd 134 1/7/05 3:30:18 PM /7/05 3:30:18 PM

135CHAPTER 5 MAGIC Portable Shade: This circle of black silk is 3 feet in diameter, but it can be folded up into the size of a handkerchief. When unfolded, a portable shade fl oats into the air and hovers over the user’s head, moving as the user does but no more than 30 feet per round. It automatically tilts to block the sun’s rays, providing all the benefi ts of a parasol (see page 100), but leaving the user’s hands free for combat or spellcasting. Folding up a portable shade (a move action) ends its effect. Faint evocation; CL 1st; Craft Wondrous Item, Tenser’s fl oating disk; Price 2,000 gp. Replenishing Skin: This unremarkable waterskin is made from the hide of a camel. Whenever the skin becomes empty, it slowly refi lls with pure water over a period of 1d4 hours. Smaller quantities of water can be drained from the skin after a shorter time. Faint conjuration; CL 1st; Craft Wondrous Item, create water; Price 1,000 gp. Sand Painting: These clear glass bottles of varying shapes contain layers of colored sand that form patterns when poured onto the ground or on a fl oor. A DC 15 Craft (painting) or Craft (sculpture) check is required to produce the effect successfully. Pouring the sand provokes attacks of opportunity. If the sand is disturbed while being poured, the effect is spoiled and that bottle is wasted. Once a sand painting has been poured from its bottle, it cannot be used again. Mandala of Peace: This conical bottle contains swirling, rainbow-colored sand. As a full-round action, the user can pour the sand into an ornate circular pattern with a 10-foot radius, producing a lesser globe of invulnerability and an area of silence within that area. The lesser globe of invulnerability lasts for 12 rounds, and the silence lasts for 12 minutes. Strong abjuration and illusion; CL 12th; Craft Wondrous Item, lesser globe of invulnerability, silence; Price 2,880 gp; Weight 2 lb. Travelers’ Oasis: This spherical bottle is fi lled with a layer of green sand on top of a layer of blue sand. It takes 5 minutes to pour out the sand, over an area of up to 400 square feet, in the shape desired. When the pattern is complete, the marked area becomes a shaded oasis containing small date palms and a spring of pure water. The oasis persists for 24 hours and supplies enough food and water for up to thirty-six Medium creatures or twelve Large creatures. Strong conjuration; CL 12th; Craft Wondrous Item, create food and water, major creation; Price 4,000 gp; Weight 2 lb. Sandals of the Shifting Sands: These plain sandals enable the wearer to travel across sand and sand crust at his normal speed, without breaking through sand crust and leaving no tracks. The wearer is also cooled as if protected by endure elements. Faint abjuration and transmutation; CL 5th; Craft Wondrous Item, cat’s grace, endure elements, pass without trace; Price 2,500 gp; Weight 1 lb. Slashing Sand: This handful of glittering dark sand is typically stored in a small sack. When fl ung on the ground, it covers an area of up to 200 square feet with razor-sharp obsidian shards that produce a spike stones effect that lasts for 10 hours. Moderate transmutation; CL 10th; Craft Wondrous Item, spike stones; Price 2,000 gp. Thirsty Sand: This sand looks like gritty volcanic ash. When sprinkled on a body of water (or a solution in water), thirsty sand soaks up the liquid and stores it. Each grain can absorb up to 1 gallon of water, thereafter covering a 1-foot cube and weighing about 24 pounds. When a command word is spoken, the water is released again and the sand becomes nonmagical. An area of water-laden thirsty sand is a mud bog. It costs 2 squares of movement to enter a square containing the mud, and the DC of Tumble checks in that area increases by 2. If the water is not released from the sand within 4 hours, it cannot be released and the material dries into normal, sandy soil over a period of days. Releasing the water can be hazardous, depending on the volume absorbed. It rapidly fi lls a depression or pit and might be deep enough to present a drowning hazard, depending on the dimensions of the volume fi lled. Releasing 10,000 gallons or more at once produces a fl ashfl ood† effect that lasts for 1 round per 10,000 gallons. Thirsty sand is usually packaged in a vial containing 1,000 grains. Moderate transmutation; CL 9th; Craft Wondrous Item, control water, transmute rock to mud; Price 3,000 gp. Tovar’s Instant Well: This item is a foot-long copper pipe that, when set into the ground and activated with a command word, transforms into a well that produces potable water. The lower end of the tube widens and lengthens, probing into the ground until it fi nds a reliable water source. The protruding end becomes a pump. The pump springs up in just 1 round, but it might be several minutes before water begins to fl ow, depending on the distance of the source. Speaking a second command word deactivates the well, returning the item to its pipe form. Strong transmutation and divination; CL 15th; Craft Wondrous Item, locate water, polymorph any object; Price 23,500 gp. Veil of Allure: This diaphanous veil has two effects. The DC to resist the wearer’s enchantment spells increases by 2. Also, the DC to resist Charisma-based supernatural abilities used by the wearer also increases by 2. Faint enchantment; CL 5th; Craft Wondrous Item, eagle’s splendor; Price 14,000 gp. Waterskin of Deluge: Once per week, the bearer of this blue leather waterskin can remove the stopper and squeeze the container, releasing a deluge of water identical to a fl ashfl ood† spell. Removing the stopper at any other time 620_17739_Chp5.indd 135 20_17739_Chp5.indd 135 1/7/05 3:30:21 PM /7/05 3:30:21 PM

136CHAPTER 5 MAGIC produces no effect at all, though the skin can be used to store water. If a waterskin of deluge is destroyed, it releases one last fl ashfl ood, in the direction from which the damage that destroyed it came. Strong conjuration; CL 15th; Craft Wondrous Item, fl ashfl ood† ; Price 12,350 gp. INTELLIGENT ITEMS The following intelligent items supplement those appearing in Chapter 7 of the Dungeon Master’s Guide. Dance Masks of the Great Mother: The bhukas believe that the spirit children of their mother deity Kikanuti travel the world and visit her earthly children. At festival times, bhuka shamans don these ritual masks and are possessed by the intelligence that rests in them. Possession lasts until the shaman is overcome by exhaustion and loses consciousness. The mask is then removed and reverently stored away until the next festival. Generally, each bhuka village is the guardian of one mask, and they are all brought to a grand dance held by all the villages. Each mask takes the same body slot that a helmet or headband would. Some examples are given below. Moon Owl: This feathered headdress resembles the head of the totemic animal after which it is named. Moon Owl represents the night sky, the cool resting time of the desert, as well as vigilance and wisdom. The mask’s purpose is to defend the children of Kikanuti from their enemies. When the dancer puts it on, she allows the item’s Ego to overwhelm her and use its powers to fi rst detect then travel to and destroy the closest hostile creature. The possession continues until the wearer is slain in combat or returns victorious, at which time she collapses unconscious. If the wearer is slain, the moon owl mask teleports back to its village. Int 12, Wis 18, Cha 18; Speech, telepathy, read languages, read magic, 120 ft. darkvision, blindsense, and hearing; Ego score 23. Lesser Powers: Bless 3/day, cure moderate wounds 3/day. Mask has 10 ranks in Listen (total modifi er +14). Greater Powers: Locate creature 3/day, teleport 2/day. Special Purpose: Defend the bhukas. Dedicated Power: Cast 15d6 greater shout 3/day. Strong varies; CL 17th; Craft Wondrous Item, miracle, creator must be a bhuka; Price 256,000 gp. Corn Child: This high, conical mask is intricately decorated with dried corn kernels of different colors. Corn Child is the bringer of plenty, the closest of Kikanuti’s children to the bhukas. When the dancer puts it on, he lets the item’s Ego overwhelm him and use its powers to enrich the crops, purify the water, and provide a feast to all participants. The possession continues until the wearer has gorged himself on food and drink and has blessed all the surrounding fi elds, at which time he collapses unconscious. Int 12, Wis 18, Cha 16; Speech, telepathy, read languages, read magic, 120 ft. darkvision, blindsense, and hearing; Ego score 18. Lesser Powers: Cure moderate wounds 3/day, purify food and drink 3/day. Mask has 10 ranks in Knowledge (nature) (total modifi er +11). Greater Powers: Heroes’ feast 1/day, plant growth 3/day. Strong conjuration; CL 17th; Craft Wondrous Item, miracle, creator must be a bhuka; Price 120,000 gp. Storm Eagle: This feathered headdress resembles the head of the totemic animal after which it is named. Storm Eagle represents the day sky and the life-giving power of the thunderstorm. When the dancer puts it on, she allows the item’s Ego to overwhelm her and use its powers to call a mighty rainstorm down upon the surrounding region. While the possession continues, the wearer dances in a great frenzy, faster and faster, until she collapses unconscious. Int 14, Wis 14, Cha 18; speech, telepathy, read languages, read magic, 120 ft. vision and hearing; Ego score 18. Lesser Powers: Bless 3/day. Mask has 10 ranks in Listen (total modifi er +12) and 10 ranks in Spot (total modifi er +12). Greater Powers: Control weather 1/day, quench 3/day. Strong transmutation; CL 17th; Craft Wondrous Item, miracle, creator must be a bhuka; Price 86,000 gp. SPECIAL MATERIALS The following special material supplements those appearing in Chapter 7 of the Dungeon Master’s Guide. Kheferu: Quarried from rare meteorite craters, kheferu ore is an extremely hard, red substance. When forged as an alloy with iron, carbon, and other trace metals, the resultant material has a consistency and ductility like that of a standard steel alloy. This fi nal product, simply called kheferu, is distinctive in its glossy sheen and crimson hue. Many kinds of items can be crafted from kheferu, but weapons are the best choice because of the alloy’s particular qualities. A weapon forged from kheferu is bright red. Salt crystals grow on the sides of the weapon if it is left untended for more than a few months, but these are easily wiped away. A kheferu weapon bypasses the damage reduction of any creature of the earth subtype, regardless of the type of damage reduction the creature possesses. Weapons made of kheferu cost twice as much to make as their normal counterparts. Also, any magical enhancements placed on the weapon cost an additional 2,000 gp. Items without metal parts cannot be made from kheferu. An arrow could be made of kheferu, but a quarterstaff could not. A double weapon that is only half made of kheferu increases its cost by 50%. Kheferu has hardness 10 and 30 hit points per inch of thickness. 620_17739_Chp5.indd 136 20_17739_Chp5.indd 136 1/7/05 3:30:23 PM /7/05 3:30:23 PM

s if dangerous terrain, deadly heat, and howling sandstorms were not enough, the waste is also home to a variety of powerful and aggressive monsters. Whether the harsh conditions of the desert insure that only monsters of unusual ferocity can survive, or because fierce deities of the waste choose to fill their arid domain with creatures that emulate the harsh, deadly clime, the waste teems with predators eager to slake their thirst on the red blood of wanderers. ASHEN HUSK Medium Undead Hit Dice: 2d12+7 (20 hp) Initiative: -1 Speed: 30 ft. (6 squares; can't run) Armor Class: 11 (-1 Dex, +2 natural), touch 9, flatfooted 11 Base Attack/Grapple: +1/+5 Attack: Slam +5 melee (ld6+6) Full Attack: Slam +5 melee (1d6+6) Space/Reach: 5 ft./5 ft. Special Attacks: Create spawn, dehydrating aura Special Qualities: Damage reduction 5/slashing, darkvision 60 ft., undead traits, unholy toughness Saves: Fort +0, Ref -1, Will +3 Abilities: Str 18, Dex 8, Con —, Int —, Wis 10, Cha 15 Skills: — Feats: Toughness Environment: Any warm Organization: Single, pair, or caravan (3-18) Challenge Rating: 3 Treasure: None Alignment: Always neutral evil Advancement: 3-6 HD (Medium) Level Adjustment: — This animated corpse is bone dry, its flesh so desiccated that it appears nearly skeletal. The air around it wavers with a dry, sucking heat, as if the corpse brings with it the soul of the waterless desert. Ashen husks lost their lives to unquenchable thirst. The evidence of their dry death is obvious as a supernatural deliquescent aura. Ashen husks stand just shy of 6 feet tall, but in their dehydrated state, weigh only about 140 pounds.

Many ashen husks died of exposure in the open desert when they became lost without water. Sometimes en-­ tire caravans go lost, and many of these unfortunate creatures might be seen years later as stumbling corpses with a thirst born in hellish heat. COMBAT Ashen husks slam their foes with bone-hard limbs, but they expose their real threat against living creatures caught in their dehydrating aura. Dehydrating Aura (Su): An ashen husk gives off a 10-footradius emanation of dehydrating heat, a deadly threat for crea-­ tures that must drink to survive. A living creature within 10 feet of the ashen husk takes 1d4 points of nonlethal damage from heat each round unless it has at least heat protection TABLE 6-1: MONSTERS BY CHALLENGE RATING CR Monster CR Monster 1/3 Termite, worker, giant 4 Chekryan 1/3 Vulture 4 Dire puma 4 Dune hag 1/2 Asherati, 1st-level warrior 4 Forlorn husk 1/2 Bhuka, 1st-level warrior 4 Marrulurk 4 Werecrocodile (lycanthrope) 1 Dromedary camel 1 Porcupine cactus 5 Canisphinx 1 Serval (savannah wildcat) 5 Dinosaur, diprotodon 1 Termite, queen, giant 5 Giant ant lion 1 Two-humped camel 5 Marrusault 5 Marrutact 2 Ashworm 5 Lava ooze 2 Crucian 5 Sand dragon, young 2 Dire jackal 5 Saurosphinx 2 Sand dragon, wyrmling 5 Scorpion swarm 2 Termite, soldier, giant 2 War camel 6 Brine ooze 6 Crystal scorpion 3 Ashen husk 6 Desert devil (araton) 3 Brine swimmer 6 Half-janni, human fighter 5 3 Camelopardel 6 Hippopotamus 3 Cursed cold one 6 Ironthorn 3 Dinosaur, protoceratops 3 Dire vulture 7 Giant banded lizard 3 Dustblight 7 Mirage mullah, human fighter 5 3 Dust twister 7 Sand dragon, juvenile 3 Sand dragon, very young 7 Wasteland troll 3 Sand hunter 3 Mephit, glass 8 Death scarab swarm 3 Mephit, sulfur 8 Dire tortoise 3 Tumbling mound 8 Threskisphinx level 1 (see page 14), and must make a DC 13 Fortitude save or be dehydrated (sec the de-­ hydrated condition, page 15). A creature that makes its save gains immunity to that ashen husk's dehydrating aura ability for 24 hours, although it might still take the nonlethal damage from other sources of heat. The nonlethal damage from heat becomes lethal damage for a creature that is dehydrated. The save DC is Charisma-based. Create Spawn (Su): Creatures killed by an ashen husk's dehy-­ drating aura rise after 1d4 days as free-roaming ashen husks. They do not possess any of the abilities they had in life. Unholy Toughness (Ex): An ashen husk gains a bonus to its hit points equal to its Charisma modi-­ fier times its Hit Dice (already figured). Unquenchable thirst animates an ashen busk CR Monster 9 Dustform giant banded lizard 9 Saguaro sentinel 9 Sand dragon, young adult 9 Waste crawler (anhydrut) 10 Dunewinder 11 Crawling apocalypse 12 Crocosphinx 12 Sand dragon, adult 12 Sand golem 12 Thunderbird 14 Dire hippopotamus 14 Sand dragon, mature adult 16 Sand dragon, old 18 Dry lich, asherati cleric 5/ walker in the waste 10 18 Sand dragon, very old 19 Marruspawn abomination 21 Sand dragon, ancient 24 Sand dragon, wyrm 27 Sand dragon, great wyrm

ASHERATI Asherati, 1st-Level Warrior Medium Humanoid Hit Dice: 1d8+1 (5 hp) Initiative: +1 Speed: 30 ft. (6 squares), burrow (sand only) 30 ft. Armor Class: 17 (+1 Dex, +2 natural armor, +3 studded leather, +1 light steel shield), touch 11, flat-footed 16 Base Attack/Grapple: +1/+2 Attack: Eagle's claw +2 melee (1d6+1/18-20) Full Attack: Eagle's claw +0 melee (1d6+1/18-20) and eagle's claw +0 melee (1d6+1/18-20) Space/Reach: 5 ft/5 ft. Special Attacks: — Special Qualities: Asherati traits, body lamp, sandswim Saves: Fort +3, Ref +1, Will -1 Abilities: Str 13, Dex 13, Con 12, Int 8, Wis 9, Cha 8 Skills: Intimidate +3 Feats: Two-Weapon Fighting Environment: Warm deserts Organization: Squad (2-4), company (11-20 plus 2 3rd-level sergeants and 1 leader of 3rd -6th level), or band (30-100 plus 100% noncombatants plus 1 3rd-level sergeant per 20 adults, 5 5th-level lieutenants, 3 7thlevel captains, 6-10 ashworms, and 2-5 riding ashworms) Challenge Rating: 1/2 Treasure: Standard Alignment: Usually neutral Advancement: By character class Level Adjustment: +0 This humanoid's skin is a dull red, and it seems as if a light shines behind it. She has no body hair, and her eyes are ivory white. Lithe rather than thin, this creature wears tight leather armor, as if seeking to further streamline her body. Asheratis are a geographically established people who live below the silky sands and dusts of suitable wastelands, rising to the surface to hunt for food, socialize and trade with other races, and make war upon their enemies. Asheratis move both above and below the sand Asheratis stand about 5-1/2 feet tall and usually weigh slightly more than 150 pounds. Asheratis are graceful swimmers of the dunes, and thus eschew excessive clothing or equipment, wearing only minimal, skin-hugging garments for modesty's sake. Some wear tight hide or streamlined leather armor, which does not hinder their progress through the sands. Asheratis speak their own language and Common. Most asheratis encountered outside their homes are warriors; the information in the statistics block is for one of 1st level. COMBAT Asheratis prefer to attack from ambush, hiding in the sand then rising up en masse around their foe. Asherati Traits: Asherati traits are described in the asherati player race entry on page 37. Body Lamp (Su): An asherati can make its skin glow at will, shedding light to 60 feet and shadowy illumination to 120 feet. The light is sufficient for the asherati to navigate by while sandswimming in loose sand, dust, or ash. Once per day as a free action, an asherati can bring its skin up to full brilliance so rapidly it might dazzle creatures within 30 feet. A creature can make a DC 11 Fortitude save to negate the effect. The save DC is Charisma-based. Sandswim (Su): Asheratis gain a burrow speed equal to their base land speed while wearing light armor or carrying a light load and traveling through sand, ash, or other loose soil. This speed drops to 5 feet with a heavier load or if an asherati tries to drag a Medium or larger crearure along. An asherati can breathe normally while sandswimming. Skills: Asheratis have a +2 racial bonus on Move Silently and Hide checks (an asherati cannot Hide while its ski n glows). If in a sandy area, an asherati receives an additional +2 racial bonus on Hide checks. The asherati warrior presented here had the following ability scores before racial adjustments: Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8.

ASHWORM Large Magical Beast Hit Dice: 3d10+9 (25 hp) Initiative: +0 Speed: 30 ft. (6 squares), burrow 30 ft., climb 5 ft. Armor Class: 14 (-1 size, +5 natural), touch 9, flatfooted 14 Base Attack/Grapple: +3/+12 Attack: Sting +7 melee (1d6+7 plus poison) Full Attack: Sting +7 melee (1d6+7 plus poison) Space/Reach: 10 ft./5 ft. Special Attacks: Poison Special Qualities: Evasive diver, tremorsense 60 ft. Saves: Fort +4, Ref +5, Will +4 Abilities: Str 21, Dex 10, Con 17, Int 1, Wis 13, Cha 6 Skills: Climb +16, Listen +6, Spot +3 Feats: Alertness, Lightning Reflexes Environment: Warm deserts or plains Organization: Solitary, cluster (2-4), or herd (6-30) Challenge Rating: 2 Treasure: None Alignment: Always neutral Advancement: 4-6 HD (Large); 6-9 HD (Huge) Level Adjustment: — This large, eyeless worm is as big as a horse. It is covered in a thin chitinous layer of pale purple plates. A nasty stinger quivers at the end of its tail. Wild ashworms are distant cousins to the purple worm, but not nearly as large or aggressive (not able to gulp down prey in a single mouthful). Traveling in vast herds both above and below the desert sands, the sound of a herd's approach is akin t0 thunder. As a result, ashworms are sometimes called thunderherders. Ashworms are sometimes caught and trained as mounts, though a trainer clips off the dan-­ gerous stinger. Ashworms can be induced to travel on the sand's surface (or even packed earth or stone) exclusively by a skilled rider. However, the rider must succeed on a DC 15 Ride check once every 24 hours it in a sandy environment or be swept off the back of the ashworm as it dives below the surface for ld4 rounds before returning to the surface. Expert riders who put up with this behavior are somewhat mollified by the ashworms ability to secrete a substance that allows it to stick to vertical surfaces; a rider securely strapped t0 an ashworms back can climb up walls or other impedi-­ ments with his mount, albeit slowly. An ashworm is hard to control in combat (see Mounted Combat, page 157 of the Player's Handbook), unless it belongs to an ashworm dragoon (see page 66). Carrying Capacity: A light load for an ashworm is up to 500 pounds; a medium load, up to 900 pounds; and a heavy load, up to 1,400 pounds. An ashworm can drag 6,900 pounds. COMBAT Ashworms hunt prey from beneath the sand, then rise to confront their targets In battle, an ashworm forms into a coil, stinging anything in reach. Poison (Ex): Injury, Fortitude DC 14, initial and secondary damage 2d6 Str. The save DC is Constitutionbased Evasive Diver (Ex): In areas of sand (not packed earth or stone), the ashworm feels more secure because of its evasive diver ability. If the ashworm makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, the ashworm instead manages to instantly dive below the protective sand or earth and takes no damage. An ashworm's rider might be swept from the ashworm's back unless it makes a DC 15 Reflex save when the ashworm dives below the sand. If the rider tails this save, it is swept from the ashworm's back. Particu-­ larly skilled riders, such as ashworm dragoons with the sand rider ability, go along for the dive and also take no damage from the effect that prompted the ashworm's Reflex save. An ashworm can be an asset in the desert

BHUKA Bhuka,1st-Level Warrior Medium Humanoid (Goblinoid) Hit Dice: 1d8+1 (5 hp) Initiative: +1 Speed: 30 ft. (6 squares) Armor Class: 13 (+1 Dex, + 1 padded,+ 1 light steel shield), touch 11, flat-footed 12 Base Attack/Grapple: +1/+1 Attack: Club +1 melee (1d6) or shortbow +2 ranged (1d6/x3) Full Attack: Club +1 melee (1d6) or shortbow +2 ranged (1d6/x3) Space/Reach: 5 ft./5 ft. Special Attacks: — Special Qualities: Bhuka traits Saves: Fort +3 (+5 against heat and dehydration), Ref +1, Will -1 Abilities: Str 11, Dex 13, Con 12, Int 10, Wis 9, Cha 8 Skills: Jump +3, Knowledge (nature) +3, Spot +0, Survival +0 Feats: Endurance Environment: Warm deserts Organization: Solitary, team (2-5), band (6-16 plus 1 3rd-level leader [usually ranger or druid]), or phratry (20-100 plus 1 3rd-level leader per 10 adults, 3 5th-level shamans [druids], and 1 7th-level chieftain) Challenge Rating: 1/2 Treasure: Standard Alignment: Usually lawful good Advancement: By character class Level Adjustment: +0 This slightly built humanoid has deep-set eyes, a flat face with slitted nostrils, and large, spreading ears. A frill of skin around its throat is daubed with paint, and its splayed feet barely sink into the sand. Bhukas are consummate survivors, with many physical adaptations to help them thrive in the waste. They are experts at farming and finding water in the forbidding lands they call home. Bhukas form extended families and communities bound through ritual and preservation of ancestral ways. Art and lore are central to their culture. They are gentle people, but they will fight firmly against those who attack their land and their livelihood. A council of elders rules each bhuka settlement, headed by a Grandmother who is the spiritual leader of the com-­ munity. They have trading relationships with other desert inhabitants, in particular the crucians. Bhukas speak their own language, and many also speak Draconic to deal with crucian traders. A few learn Common or Goblin. COMBAT Bhuka are not warlike, preferring to remain unseen and observe newcomers from a distance to gauge their inten-­ tions. If combat is necessary, bhuka fight in loose bands and employ skirmish tactics. Usually a druid or ranger leads a fighting band and lends magical support. Bhuka Traits: Bhuka traits are described in the bhuka player race entry on page 39. The bhuka warrior presented here had the following ability scores before racial adjustments: Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8. CAMELOPARDEL Large Magical Beast Hit Dice: 5d10+10 (37 hp) Initiative: +1 Speed: 50 ft. (10 squares) Armor Class: 12 (-1 size, +1 Dex, +2 natural), touch 10, flat-footed 11 Base Attack/Grapple: +5/+12 Attack: Gore +7 melee (1d6+3) Full Attack: Gore +7 melee (1d6+3) and 2 hooves +2 melee (1d4+1) Space/Reach: 10 ft./5 ft. (10 ft. with gore) Special Attacks: Haboob Special Qualities: Aura of protection from dessication, hydrate, low-light vision, scent, wild empathy Saves: Fort +6, Ref +5, Will +4 Abilities: Str 16, Dex 13, Con 14, Int 5, Wis 12, Cha 15 Skills: Jump +-11, Listen +7, Spot +7 Feats: Alertness, Iron Will Environment: Warm deserts Organization: Solitary Challenge Rating: 3 Treasure: None Alignment: Usually neutral good Advancement: 6-10 HD (Large); 11-15 HD (Huge) Level Adjustment: — A bhuka is suited to life in the waste

A graceful creature resembling a cross between a giraffe and a panther stands tail on long legs. It has a long neck, and two long, curving horns sweep back from its brow. A camelopardel is a solitary being that inhabits a waste territory, browsing on its scant vegetation and protecting the smaller creatures in the area. Camelopardels are able to resist extremes of dryness that even other desert creatures cannot, due to their innate abilities. They extend this protection to nearby friendly creatures and tend to those who are injured by harmful desert magic. These regal creatures are often represented in heraldry or desert tribes' totems. A sighting of a camelo-­ pardel in the vicinity is taken as a sign of favor from good waste deities. A camelopardel speaks a waste dialect of Sylvan but does not usually talk. COMBAT A camelopardel is not a powerful combatant. It prefers to drive off intruders by making the environment unfriendly with its haboob ability. The dust cloud also serves it well for escape against enemies that are too powerful to defeat. Haboob (Su): At will as a standard action, a camelo-­ pardel can create a haboob effect, as the spell (see page 117). Each use of the effect lasts for 5 rounds. Aura of Protection from Dessication (Su): A camelopardel is constantly surrounded by a 10-foot-radius emanation that duplicates the effects of the protection from dessication spell (see page 119). Any creature within this radius, including the camelopardel, is protected from up to 50 points of damage from dehydration, whether magi-­ cal (such as from the desiccate spell) or natural (such as from heat if the creature is dehydrated) in origin. Once the effect has absorbed the maximum amount of damage, that creature is no longer protected. If the camelopardel takes sufficient damage to lose this protection, the effect ends temporarily. It automatically renews after 10 minutes. Hydrate (Sp): Three times per day, a camelopardel can use hydrate as a 5th-level spellcaster by gently touching a target with its tongue. Wild Empathy (Ex): This ability works like the druid's wild empathy class feature. The camelopardels level is equal to its Hit Dice. CHEKRYAN Large Magical Beast (Psionic) Hit Dice: 3d10+18 (34 hp) Initiative: +1 Speed: 40 ft. (6 squares), burrow 10 ft. Armor Class: 19 (-1 size, +1 Dex, +9 natural), touch 10, flat-footed 18 Base Attack/Grapple: +3/+12 Attack: Claw +7 melee (2d6+5) Full Attack: 2 claws +7 melee (2d6+5) and bite +5 melee (1d6+2) and sting+5 melee (1d6+2 plus poison) Space/Reach: 10 ft./10 ft. Special Attacks: Constrict 1d6+5, improved grab, poison, psi-like abilities Special Qualities: Darkvision 60 ft., low-light vision, tremorsense 60 ft. Saves: Fort +8, Ref +4, Will +2 Abilities: Str 21, Dex 12, Con 20, Int 1,Wis 13, Cha 16 Skills: Climb +8, Jump +9, Listen +6, Spot +3 Feats: Alertness, Toughness, MultiattackB Environment: Warm deserts Organization: Solitary or colony (2-5) Challenge Rating: 4 Treasure: Standard Alignment: Always neutral Advancement: 4 HD (Large); 5-9 HD (Huge) Level Adjustment: — The camelopardel guards creatures of the waste

This creature shares some traits in common with a scorpion, but one that has grown to monstrous size and adopted a partially upright posture, allowing it to bite foes with its dangerous mandibles. Chekryans were obviously engendered from the blood of scorpion forebears, but these creatures are not mere vermin grown monstrously large. Indeed, some facet of their upraising has imbued the species with psionic abilities. A chekryan has six legs. It stands roughly 9 feet tall and weighs about 900 pounds. A chekryan protects itself from the desert heat by bur-­ rowing, but many of these creatures discover sand-covered ruins. Once discovered, they arc able to use their psi-like abilities to access the hidden shelter, if it is not too far below the surface of the sand. A chekryan is not a scavenger—it hunts large prey on the desert surface and is always eager for the next tasty meal. It doesn't usually hunt creatures of Small or smaller size, preferring to bring down big game that can provide it with food for a few days. COMBAT A chekryan might wait partially buried in the sand, or even in a hollow ruin covered by sand but near the surface, using its tremorsense to locate approaching prey. It then instantly uses its dimension door psi-like ability to reach the surface, ready to attack. Constrict (Ex): A chekryan deals auto-­ matic claw damage on a successful grapple check. Improved Grab (Ex): To use this ability, a chekryan must hit with a claw attack. It can then attempt to start a grapple as a free action without provoking attacks of opportunity. If it wins the grapple check, it establishes a hold and can constrict. Beware the mental powers of the chekryan Poison (Ex): Injury, Fortitude CRAWLING APOCALYPSE Gargantuan Undead Hit Dice: 20d12+100 (230 hp) Initiative: +4 Speed: 20 ft. (4 squares), burrow 20 ft. Armor Class: 30 (-4 size, +24 natural), touch 6, flatfooted 30 Base Attack/Grapple: +10/+34 Attack: Tentacle +18 melee (2d8+12/19-20 plus mummy rot) Full Attack: 2 tentacles +18 melee (2d8+12/19-20 plus mummy rot) and 6 arms +13 melee (1d6+6) Space/Reach: 20 ft./15 ft. (25 ft. with tentacles) Special Attacks: Despair, mummy rot Special Qualities: Damage reduction 5/—, darkvision 60 ft., fast healing 10, undead traits, unholy toughness, vulnerability to fire Saves: Fort +6, Ref +6, Will +17 Abilities: Str 34, Dex 10, Con —, Int 6, Wis 20, Cha 20 Skills: Listen +18, Spot +19 Feats: Alertness, Blind-Fight, Combat Expertise, Improved Critical (tentacle), Improved Initiative, Improved Trip, Iron Will Environment: Warm deserts Organization: Solitary Challenge Rating: 11 Treasure: Standard Alignment: Always lawful evil Advancement: 21-32 HD (Gargantuan); 33-60 HD (Colossal) Level Adjustment: — A horrific nest of withered, desiccated tentacles heaves from the sand. Behind the tentacles is a barrellike body wrapped in centuriesold funeral dressings. Two staring orbs surmount the gargantuan form, promising annihilation. DC 16, initial and secondary damage 1d4 Con. The save DC is Constitution-based. Psi-Like Abilities: 1/day—dimension door, inconstant location*, fog cloud. Manifester level 5th. * New power described on page 129. A few crawling apocalypses yet traverse the trackless sands, self-impelled immortal remnants of ancient wars. Each crawling apocalypse is actually a war machine created by a race called the marru. Known for their power over the flesh of the living, splinter factions of marru wandered into realms of necromancy, and in their madness to win at any cost, they introduced mon-­ strosities of the sea to mummification and the sea of sand. Too potent to perish with the conclusion of the wars and the eradication of their creators, crawling apocalypses

yet patrol ancient perimeters, guarding against intrusion by enemies long vanished. While some roving weapons of the ancient marru still sometimes rise to the surface and cause desolation, most remaining crawling apocalypses arc secreted in ancient weapon depots, well hidden thousands of feet below the desert surface. They have vague memories of their former living existence, thousands of years ago. The memory of their former mastery, and what was taken from them, fuels their violence against all creatures. Some could still respond to command codes devised by the marru, though those codes are most likely all forgotten. COMBAT Crawling apocalypses strike their opponents with their barbed tentacles, which, in addition to dealing awful damage, can also infect foes with diseases from beyond the grave. Despair (Su): At the mere sight of a crawling apocalypse, a creature must succeed on a DC 25 Will save or be paralyzed with fear for 1d4 rounds. Whether or not the save is successful, that creature cannot be affected again by that same crawling apocalypse's despair ability for 24 hours. The save DC is Charisma-based. Mummy Rot (Su): Supernatural disease—tentacles. Fortitude DC 25, incubation period 1 minute, damage 1d6 Con and 1d6 Cha. The save DC is Charisma-based. Unlike normal diseases, mummy rot continues until the victim reaches Constitution 0 (and dies) or is cured as described on page 190 of the Monster Manual. A crawling apocalypse is an undead war relic from a lost era Unholy Toughness (Ex): A crawling apocalypse gains a bonus t0 its hit points equal t0 its Charisma modifier tiroes its Hit Dice (already figured). CRUCIAN Medium Humanoid Hit Dice: 3d8+9 (22 hp) Initiative: -1 Speed: 20 ft. (4 squares) Armor Class: 21 (-1 Dex, +8 natural, +2 leather, +2 heavy shield), touch 9, flat-footed 21 Base Attack/Grapple: +2/+4 Attack: Warhammer +5 melee (1d8+2/x3) Full Attack: Warhammer +5 melee (1d8+2/x3) Space/Reach: 5 ft./5 ft. Special Attacks: — Special Qualities: Low-light vision Saves: Fort +6, Ref +0, Will +3 Abilities: Str 15, Dex 8, Con 17, Int 11, Wis 10, Cha 8 Skills: Diplomacy +1, Sense Motive +6, Spot +6 Feats: Iron Will, Weapon Focus (warhammer) Environment: Warm deserts Organization: Pair, crew (2-5 plus 50% chance for 1 4thlevel leader), squad (5-10 plus 1 4th level leader plus 50% chance tor 1 5th-level leader) Challenge Rating: 2 Treasure: 50% coins, double goods, 50% items Alignment: Usually lawful neutral Advancement: By character class Level Adjustment: +2 A crablike shell covers the upper body of this otherwise humanoid form. Its shell is heavily inscribed and painted, and it wears simple equipment and clothing. Comfortable in the brutal heat of the desert, battle-hardened crucians rely on their natural shell armor to protect them in all situations. Crucians are humanoids that sport broad, flat shells, like desert crabs, encompassing their upper bodies in nat-­ ural protection. Not content with just their shells, they often wear additional leather chaps and armlets to protect the rest of their bod-­ ies. They decorate their shells with brightly

A crucian's painted shell tallies its battlefield triumphs colored painted sigils, as well as deeply etched tallies of their personal triumphs on the sandy field of conflict. Most crucians prefer to wield enormous warhammers, weighted to crack even the hardest enemy shells. Crucians are highly territorial, and they organize into small bands, each group protecting a prized water source. Crucian bands regularly raid one another's oases, which accounts for their warlike demeanor. Every twenty years or so, a leader rises among the crucians and forges the vari-­ ous bands into a mighty force. This crucian army strikes out into cooler lands for booty and conquest, only to fall back into the desert once the creatures have wreaked their fill of misery. In negotiations, crucians are known to be cunning. They often employ verbal feints to draw others out and get a better read on them, and they are keenly interested in figuring out how both friends and enemies think. Crucians speak Common and Draconic. More intelligent crucians learn Sphinx, the language of the creatures that share their desert homes. COMBAT When they can, crucians prefer to attack as a solid line to prevent enemies from getting at their flanks. CRUCIAN CHARACTERS Crucian characters possess the following racial traits. — +4 Strength, -2 Dexterity, +6 Constitution, -2 Charisma — Medium size. —■Low-light vision. — +8 natural armor. A crucian's crablike shell gives it remarkable protection. — Automatic Languages: Common and Draconic. Bonus Language: Sphinx. — Favored Class: Druid. — Level adjustment +2. CURSED COLD ONE (GELUN) Medium Aberration Hit Dice: 5d8+3 (25 hp) Initiative: +4 Speed: 30 ft. (6 squares) Armor Class: 20 (+4 Dex, +6 natural), touch 14, flat-footed 16 Base Attack/Grapple: +3/+5 Attack: Slam +5 melee (1d4+3 plus 1d6 cold) Full Attack: Slam +5 melee (1d4+3 plus 1d6 cold) Space/Reach: 5 ft./5 ft. Special Attacks: Heat-sucking claw, icy gaze Special Qualities: Darkvision 60 ft., heat reliant, immunity to fire, vulnerability to cold Saves: Fort +1, Ref +5, Will +5 Abilities: Str 14, Dex 18, Con 11, Int 7,Wis 12. Cha 14 Skills: Listen +4, Sense Motive +3, Spot +4 Feats: Dodge, Toughness Environment: Warm deserts Organization: Solitary Challenge Rating: 3 Treasure: Standard Alignment: Usually neutral Advancement: By character class Level Adjustment: +2 A slab of ice stands upright in the sand. Within it is a humanoid shape, curled up in a ball. The humanoid is nearly as transparent and smooth as the ice itself, but its eyes ore open, and they are as blue and cold as a mountain glacier. Cursed cold ones were humanoids once, before their blood was cursed and their forms changed to suit their new reliance on warmth and heat. Such is their curse—their bodies are heat sinks, so much so that should they ever venture into an environment coo cold, they would freeze immobile, entering a timeless stasis until the surrounding temperature rises enough to thaw them. The name "cursed cold one" was given to these crea-­ tures by others; they call themselves geluns. A gelun is sufficient unto itself, requiring only warmth to remain conscious and active. This reliance on warmth means that geluns inhabit warm regions, and all known gelun

conclaves are in warm des-­ ert lands. Bitter at their enforced and permanent exile to the waste, cursed cold ones are usually hos-­ tile to other creatures, especially those native to temperate environments. Geluns live in conclaves out in the open sands where shadows are scarce and the heat is the fiercest. Even then, many con-­ claves must suffer through cold desert nights, where the temperature drops so much that all present risk freezing solid until the rising sun returns their mobility. Great bonfires at the center of each conclave usually forestall this event, but bonfires require good supplies of co*ke or wood, which means foraging, raiding, and sometimes trade. As to the nature of the supposed curse that created their race, no living gelun can say for certain, though many stories (each widely different) circulate among gelun conclaves. Cursed cold ones speak a dialect of Common. COMBAT Geluns rely on their icy claws and frigid gaze in combat. Heat Reliant (Ex): Unless a cursed cold one inhab-­ its an environment where the temperature remains above 110 oF, it frosts over and freezes solid, entering a state of extreme hibernation. It is extremely vulner-­ able during such periods, essentially helpless. On the other hand, while enjoying environments of severe heal or hotter, cursed cold ones function normally, gaining all the nutrition and energy they need from the warmth itself. Heat-Sucking Claw (Ex): The frost-coated nails of a cursed cold one deal an extra 1d6 points of cold damage whenever the creature deals slam damage in melee. Icy Gaze (Su): Dazed (with cold) for 1 round, 30 feet, Will DC 14 negates. The save DC is Charisma-based. Any creature meeting the gaze of a cursed cold one is subject to its icy gaze attack. A cursed cold one can use a standard Only the waste is hot enough to warm the limbs of a cursed cold one action to focus its icy gaze on an opponent and attack with its icy slam at the same time. Immunity to Fire (Ex): Any magical attack that deals fire damage to a cursed cold one heals 1 point of damage for each 3 points of damage the attack would otherwise deal. If the amount of healing would cause a cursed cold one to exceed its full normal hit points, it gains any excess as temporary hit points. A cursed cold one can only gain temporary hit points from this ability equal to its full normal hit points (25 extra hit points for an average cursed cold one). Temporary hit points gained in this fashion last for 1 hour. For example, a cursed cold one hit by a fireball gains back 6 hit points if the damage total is 18 points. A cursed cold one gets no saving throw against fire effects. Vulnerability to Cold (Ex): A cursed cold one takes half again as much (+50%) damage as normal from the effect, regardless of whether a saving throw is allowed, or if the save is a success or failure. It a cursed cold one fails its save against a cold effect, it is also dazed for 1 round.

DESERT DEVIL (ARATON) Medium Outsider (Evil, Extraplanar, Lawful) Hit Dice: 8d8+24 (60 hp) Initiative: +6 Speed: 30 ft. (6 squares) Armor Class: 22 (+2 Dex, +10 natural), touch 12, flatfooted 20 Base Attack/Grapple: +8/+10 Attack: Scimitar +11 melee (1d6+2/ 18-20) Full Attack: 2 scimitars +7 melee (1d6+2/18-20) Space/Reach: 5 ft./5 ft. Special Attacks: Desert halo Special Qualities: Damage reduction 5/silver or good, darkvision 60 ft., immunity to fire, regeneration 3, spell resistance 16 Saves: Fort +9, Ref +8, Will +6 Abilities: Str 15, Dex 15, Con 16, Int 6,Wis 10, Cha 12 Skills: Balance +4, Climb +13, Escape Artist +13, Intimidate +12, Jump + 4, Listen +13, Spot +13, Tumble +13, Use Rope +2 (+4 involving bindings) Feats: Alertness, Improved Initiative, Weapon Focus (scimitar), Whirlwind AttackB Environment: Nine Hells of Baator Organization: Solitary Challenge Rating: 6 Treasure: Standard Alignment: Always lawful evil Advancement: 9-16 HD (Medium); 17-24 HD (Large) Level Adjustment: +6 A desert devil stands roughly 6 feet tall and weighs about 190 pounds. Aratons speak Infernal and Common. COMBAT A desert devil attacks with its whirling, deadly scimitars. A desert devil's scimitars are treated as evil-aligned and lawful-aligned for the purpose of overcoming damage reduction. Desert Halo (Su): A halo of abrasive dust swirls and screams around the araton in a 10-footradius spread. The swirling dust abrades any creature within it or attempting to move through it. Any creature passing through the haze takes 2d6 points of dam-­ age per round from the abrasive sand. Regeneration (Ex): Desert devils take normal damage from silvered weapons, good-aligned weapons, and spells or effects with the good descriptor. A desert devil that loses a piece of its body regrows it in 2d6+10 min-­ utes. Holding the severed member against the stump enables it to reat-­ tach instantly. DINOSAUR The Tbe waste calls to aratons howl and scream of sand heralds the approach of this creature. Swathed in a halo of blowing grit and dust, a humanoid with flayed, sand-blasted flesh appears. In each of its hands, it wields a scimitar red with the its own constantly oozing blood. These sandstorm-cloaked devils are sometimes mistaken tor undead because the sands that swirl about them con-­ stantly flay their gruesome bodies. Only a desert devil's power of regeneration keeps it healthy. Desert devils are actually humanlike devils that wear nothing but shroud-­ ing sand. They are sometimes called aratons. Some dinosaurs prefer the waste because it offers what most dinosaurs seek: rugged, isolated areas that hu-­ manoids seldom visit. PROTOCERATOPS Medium Animal Hit Dice: 5d8+20 (42 hp) Initiative: +0 Speed: 30 ft. (6 squares) Armor Class: 18 (+8 natural), touch 10, flat-footed 18 Base Attack/Grapple: +3/+6 Attack: Bite +6 melee (1d8+4) Full Attack: Bite +6 melee (1d8+4) Space/Reach: 5 ft./5 ft. Special Attacks: Powerful charge Special Qualities: Low-light vision, scent Saves: Fort +8, Ref +4, Will +2 Abilities: Str 16, Dex 11, Con 19, Int 1, Wis 12, Cha 6 Skills: Listen +5, Spot +5, Survival +9

Feats: Alertness, Endurance Environment: Warm deserts Organization: Solitary, pair, or herd (4-7) Challenge Rating: 3 Treasure: None Alignment: Always neutral Advancement: 6-10 HD (Medium); 11-15 HD (Large) Level Adjustment: — This beast looks like a small triceratops, with a bony frill behind its head and a sharp beaked mouth. It lacks the triceratops's horns, however, and is roughly the size of a large dog. Protoceratops is a desert-dwelling herbivorous dinosaur that roots for tubers below the baked earth and grazes on the rough leaves of desert weeds. It has a thick, bony skull and a tough hide to protect it from climate and predators. A protoceratops is 6 to 8 feet long and weighs about 900 pounds. Combat Protoceratops are not very aggressive, but because they are the favored prey of larger creatures, they have developed Protoceratops travel in herds effective defenses. A threatened protoceratops lowers its head and charges, attempting to bull rush an enemy and escape. If it cannot get away, it attempts to charge as often as possible. Powerful Charge (Ex): A protoceratops deals 2d8+11 points of damage when it makes a charge. Skills: Protoceratops have a +4 racial bonus on Survival checks. DIPROTODON Large Animal Hit Dice: 9d8+36 (76 hp) Initiative: +0 Speed: 40 ft. (8 squares), burrow 10 ft. Armor Class: 14 (-1 size, +5 natural), touch 9, flatfooted 14 Base Attack/Grapple: +6/+18 Attack: Gore +13 melee (1d8+8) Full Attack: Gore +13 melee (1d8+8) and 2 claws +8 melee (1d8+4) Space/Reach: 10 ft./5 ft. Special Attacks: Trample 2d6+12 Special Qualities: Low-light vision, scent Saves: Fort +10, Ref +6, Will +6 Abilities: Str 27, Dex 10, Con 18, Int 2, Wis 13, Cha 11 Skills: Listen +9, Spot +9 Feats: Alertness, Improved Natural Attack (claw), Iron Will, Run Environment: Warm deserts Organization: Solitary or pair Challenge Rating: 5 Treasure: None Alignment: Always neutral Advancement: 12-18 HD (Large); 19-27 HD (Huge) Level Adjustment: — This hippopotamus-sized beast is covered with short, grizzled fur. Its thick legs end in massive digging claws, and two large tusks project horizontally from its lower jaw. It shakes its head threateningly and prepares to charge. A diprotodon is a giant relative of the wombat, an herbivorous, powerfully built marsupial. Diprotodons are built to graze dry grasses and other tough desert vegetation. Their powerful teeth grind the fibrous plant matter to a fine pulp, and their digestive systems slowly process the food, extracting every drop of water and scrap of nourishment. Their powerful legs and claws are built for digging, and a diprotodons habitat is easy to identify from the large entrances to its nesting burrow. Combat Although mild mannered in general, a diprotodon is intensely territorial and does not hesitate to stamp

Vicious diprotodons defy their marsupial roots. an intruder into the ground. A diprotodon can move as quickly as a camel, despite its lumbering appear-­ ance, and when it charges, it often catches opponents off guard. Trample (Ex): Reflex half DC 22. The save DC is Strength-based. DIRE ANIMAL Dire animals are larger, tougher, meaner versions of ordinary animals. In the waste, each kind tends to have a feral, parched, or even scorched appearance. DIRE HIPPOPOTAMUS Huge Animal Hit Dice: 18d8+126 (207 hp) Initiative: -2 Speed: 30 ft. (6 squares), swim 30 ft. Armor Class: 18 (-2 size, -2 Dex, +12 natural), touch 6, flat-footed 18 Base Attack/Grapple: +13/+-33 Attack: Bite +23 melee (2d8+12/19-20) Full Attack: Bite +23 melee (2d8+12/19-20) Space/Reach: 15 ft./10 ft. Special Attacks: Improved grab Special Qualities: Hold breath, scent Saves: Fort +18, Ref +9, Will +8 Abilities: Str 34, Dex 6, Con 25, Int 2, Wis 14, Cha 8 Skills: Listen +15, Spot +14, Swim +20 Feats: Alertness, Die Hard, Endurance, Improved Bull Rush, Improved Critical, Improved Overrun, Power Attack Environment: Warm plains and forests (rivers) Organization: Solitary or pair Challenge Rating: 14 Alignment: Always neutral Advancement: 19-26 HD (Huge); 27-54 HD (Gargantuan) Level Adjustment: — A double row of horny ridges run along the back of this hulking hippopotamus, and it has a gaping maw large enough to snap a timber in two. Unlike its smaller cousin, a dire hippopotamus is not content to dine on plants. It is a carnivore, sub-­ sisting mainly on fish and small mammals—or even big mammals, if they venture too close t0 the rivers, ponds, and lakes in which dire hippos dwell. Territorial and aggressive in the extreme, dire hippos attack anything that comes near. A typical dire hippo is over 20 feet long and weighs between four and six tons. Combat Dire hippopotami lurk submerged near the shores of their habitats, waiting for prey to come to the water to drink (usually just after dusk and just before dawn). Though not particularly stealthy, they are usually obscured by the water, allowing them to get close enough for a sudden, brutal attack—which is often more than enough. Improved Grab (Ex): To use this ability, a dire hippo-­ potamus must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking attacks of opportunity. Hold Breath (Ex): A dire hippopotamus can hold its breath for a number of rounds equal to 8 x its Constitution score before it risks drowning. Skills: A dire hippopotamus has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

Dire jackals hunt day or night DIRE JACKAL Large Animal Hit Dice: 4d8+8 (26 hp) Initiative: +2 Speed: 60 ft (12 squares) Armor Class: 13 (-1 size, +2 Dex, +2 natural), touch 11, flat-footed 11 Base Attack/Grapple: +3/+12 Attack: Bite +7 melee (1d6+5) Full Attack: Bite +7 melee (1d6+5) Space/Reach: 10 ft./5 ft. Special Attacks: Trip Special Qualities: Low-light vision, scent Saves: Fort +6, Ref +6, Will +5 Abilities: Str 20, Dex 14, Con 15, Int 2, Wis 13, Cha 8 Skills: Jump +10, Listen +5, Spot +5, Survival +3* Feats: Alertness, Track Environment: Warm deserts Organization: Solitary or pair Challenge Rating: 2 Alignment: Always neutral Advancement: 5-9 HD (Large); 10-12 HD (Huge) Level Adjustment: — This hulking canine is as big as a pony, is covered in shaggy tan fur, and sports large, sharp teeth. Its ears fan bock as it bares its fangs in a hungry smile. Dire jackals, unlike ordinary jackals, hunt fearlessly day or night, in any area, and are even so bold as to enter city dwellings in search of unguarded livestock—or even unprotected children. Their hunting cry fills their prey with dread, and civilized folk who hear it outside their tents know that death is nearby. Combat Dire jackals hunt alone or in mated pairs. Like ordinary jackals, they chase prey until it is exhausted, or work together to flank their opponents. Trip (Ex): A dire jackal that hits with a bite attack can attempt to trip its opponent (+9 check modifier) as a free action without making a touch attack or provoking attacks of opportunity. If the attempt fails, the opponent cannot react to trip the dire jackal. Skills: Dire jackals have a +4 racial bonus on Jump checks. *Jackals have a +4 racial bonus on Survival checks when tracking by scent. DIRE PUMA Large Animal Hit Dice: 6d8+24 (51 hp) Initiative: +3 Speed: 50 ft. (10 squares), climb 20 ft. Armor Class: 16 (-1 size, +3 Dex, +4 natural), touch 12, flat-footed 13 Base Attack/Grapple: +4/+13 Attack: Bite +9 melee (1d8+5) Full Attack: Bite +9 melee (1d8+5)and 2 claws +3 melee (1d6+2) Space/Reach: 10 ft./5 ft. Special Attacks: Improved grab, pounce, rake 1d6+2 Special Qualities: Low-light vision, scent Saves: Fort +9, Ref +8, Will +6 Abilities: Str 20, Dex 17, Con 19, Int 2, Wis 12, Cha 6 Skills: Balance +11, Climb +21, Hide +3*, Listen +5, Move Silently +7, Spot +5 Feats: Alertness, Track, Weapon Focus (bite) Environment: Warm hills Organization: Solitary or pair Challenge Rating: 4 Treasure: None Alignment: Always neutral Advancement: 7-12 HD (Large); 13-18 HD (Huge) Level Adjustment: —


(ENG) D&D 3.5 Ed. - Sandstorm - Mastering The Perils of Fire and Sand + (Temple of The Gleaming Sands) - Flip eBook Pages 101-150 (2024)
Top Articles
No Fail Fudge Recipe
18 Noodle Soup Recipes to Make You Temporarily Forget About Ramen
Spasa Parish
The Machine 2023 Showtimes Near Habersham Hills Cinemas
Gilbert Public Schools Infinite Campus
Rentals for rent in Maastricht
159R Bus Schedule Pdf
Understanding British Money: What's a Quid? A Shilling?
Officially Announcing: Skyward
Momokun Leaked Controversy - Champion Magazine - Online Magazine
Maine Coon Craigslist
How Nora Fatehi Became A Dancing Sensation In Bollywood 
‘An affront to the memories of British sailors’: the lies that sank Hollywood’s sub thriller U-571
Haverhill, MA Obituaries | Driscoll Funeral Home and Cremation Service
Rogers Breece Obituaries
Ella And David Steve Strange
Ems Isd Skyward Family Access
Elektrische Arbeit W (Kilowattstunden kWh Strompreis Berechnen Berechnung)
Omni Id Portal Waconia
Banned in NYC: Airbnb One Year Later
Four-Legged Friday: Meet Tuscaloosa's Adoptable All-Stars Cub & Pickle
Patriot Ledger Obits Today
Harvestella Sprinkler Lvl 2
Storm Prediction Center Convective Outlook
Experience the Convenience of Po Box 790010 St Louis Mo
modelo julia - PLAYBOARD
Poker News Views Gossip
Abby's Caribbean Cafe
Joanna Gaines Reveals Who Bought the 'Fixer Upper' Lake House and Her Favorite Features of the Milestone Project
Pull And Pay Middletown Ohio
Navy Qrs Supervisor Answers
Trade Chart Dave Richard
Sweeterthanolives
How to get tink dissipator coil? - Dish De
Lincoln Financial Field Section 110
1084 Sadie Ridge Road, Clermont, FL 34715 - MLS# O6240905 - Coldwell Banker
Kino am Raschplatz - Vorschau
Classic Buttermilk Pancakes
Pick N Pull Near Me [Locator Map + Guide + FAQ]
'I want to be the oldest Miss Universe winner - at 31'
Gun Mayhem Watchdocumentaries
Ice Hockey Dboard
Infinity Pool Showtimes Near Maya Cinemas Bakersfield
Dermpathdiagnostics Com Pay Invoice
A look back at the history of the Capital One Tower
Alvin Isd Ixl
Maria Butina Bikini
Busted Newspaper Zapata Tx
Rubrankings Austin
2045 Union Ave SE, Grand Rapids, MI 49507 | Estately 🧡 | MLS# 24048395
Upgrading Fedora Linux to a New Release
Latest Posts
Article information

Author: Jamar Nader

Last Updated:

Views: 5973

Rating: 4.4 / 5 (75 voted)

Reviews: 82% of readers found this page helpful

Author information

Name: Jamar Nader

Birthday: 1995-02-28

Address: Apt. 536 6162 Reichel Greens, Port Zackaryside, CT 22682-9804

Phone: +9958384818317

Job: IT Representative

Hobby: Scrapbooking, Hiking, Hunting, Kite flying, Blacksmithing, Video gaming, Foraging

Introduction: My name is Jamar Nader, I am a fine, shiny, colorful, bright, nice, perfect, curious person who loves writing and wants to share my knowledge and understanding with you.