New Sand Spells
1st Level
Burning Sands (Alteration)
Province: Sand
Range: Touch
Components: V, M
Duration: 1 hour/level
Casting Time: 1
Area of Effect: 1 handful of sand
Saving Throw: None
The burning sands spell is used to cause sand to become combustible. The sand retains its natural form and texture but gains the flammability properties of lantern oil. The sand will burn with a colorless, odorless flame for one hour or until the end of the spell's duration, whichever is longer. Burning sands can be used as an attack by hurling the sand at an opponent and then lighting it. If used in
this manner, it functions exactly as does burning oil. This spell sees most use among nomadic tribes who do not wish to carry wood for fires through areas where deadwood is not common. A single handful of burning sand gives off the same heat as a small camp-fire and can be used for cooking. The burning sand cannot be extinguished by any natural means, making it ideal for use in wet or windy conditions.
2nd Level
Dust Curtain (Evocation)
Province: Sand
Range: 10 yds./level
Components: V, S, M
Duration: Special
Casting Time: 2
Area of Effect: 20-ft. × 20-ft. × 20-ft. cube/level
Saving Throw: None
This spell creates a controlled gale that lifts a large amount of sand and dust from the ground and shapes it in the air. The caster must choose between two basic forms—a wall, or a blinding cloud that resembles a sandstorm. The former might be used to conceal the caster’s allies. The latter usually surrounds his foes. Once the shape is chosen, it can’t be changed. Within a round, the spell creates a wind strong enough to shape the cloud or wall to its full volume. The wind is not strong enough to cause damage, however. Creatures surrounded by a dust cloud fight as if they’re in total darkness, with a -4 penalty to their attack rolls. Individuals with the blind fighting proficiency are not affected, however. Missile weapons fired into, out of, or through either the cloud or dust-wall suffer a -1 penalty—assuming the target can still be seen. (This matches the results of move sand, a 1st-level spell.) Spellcasting is not affected by the dust curtain, except for reduced visibility.
The caster must concentrate continuously to maintain the dust curtain. If the caster’s concentration is broken, the cloud or wall of dust collapses and dissipates one round later. The same thing occurs after the caster is injured, dies, begins any spellcasting, becomes unconscious, or moves out of range of the cloud. While concentration is maintained, the caster can move the sand wall or cloud up to 10 yards horizontally and 10 yards vertically each round. A dispel magic spell will cause the dust curtain to collapse—as will any other magic that controls or creates winds (even a friendly effort, intended to move the curtain along).
A spellcaster creating a cloud with this spell is not limited to an amorphous blob. He can also shape the dust into a djinni, a dragon, a mass of tentacles— whatever suits him. Like the other forms, this must be selected upon casting, and cannot be changed afterward. Such shapes are a matter of style; the effects remain the same as any cloud, and cannot be mistaken for the real thing. The dust curtain can only be cast in an area with significant dust, sand, or loose soil to support a dust storm. The dusty earth of a village street is sufficient. Also suitable are a desert, a beach, or a tomb that has not been disturbed for ages. But the stone of a city street won’t work, nor will an outcropping of solid rock or a jungle growth. The wizard casts the spell with a whispered incantation. The material component is a handful of sand, blown from the caster’s hand.
Sand Jambiya (Evocation)
Province: Sand
Range: Touch
Components: V, S, M
Duration: 1d6 rounds +1 round/level
Casting Time: 1
Area of Effect: 1 item
Saving Throw: None
This spell turns a fistful of sand into a keen-edged, dun-colored metallic blade, held firmly by the caster. Like an actual jambiya (a kind of dagger), it is double-edged and curved. The blade can measure no more than twice the length of the caster’s own hand, and it can weigh no more five pounds. (The caster determines the size.) The weapon is as hard as steel, but cannot be affected by magnetic forces or heat, and it is not a good conductor. The sand jambiya deals 1d4 + 1 points of damage. For purposes of determining which creatures or objects are vulnerable to it, the blade is a +1 magical weapon. A sand jambiya crumbles into loose sand under the following conditions: when it’s dispelled, upon the caster’s mental command, upon the caster’s death or loss of consciousness, or at the end of the spell’s duration. When combined with flying jambiya, this spell can create an airborne weapon.
Sand Shadow (Illusion/Phantasm)
Province: Sand
Range: Touch
Components: V, S, M
Duration: 18 turns (3 hours)
Casting Time: 2
Area of Effect: 1 creature
Saving Throw: None
The sand shadow conceals one being completely as long as the recipient is mostly or wholly in shadow. Only those using magical detection can see him. If the recipient moves from shadow to shadow by crossing an unshaded area, he suddenly appears in the light, then vanishes again, and can do this repeatedly. The spell lasts three hours. It cannot be ended prematurely by will of the caster or the recipient. However, dispel magic ends the sand shadow effect when cast upon the recipient. A light spell also makes the recipient visible again, but only while he remains within the light's area of effect. A concealed recipient may also reveal his position by picking up an object—which remains visible spell is cast upon it. unless a separate sand shadow The recipient can attack and be attacked without
disrupting the sand shadow spell. Attack rolls against the recipient suffer a -4 THAC0 penalty. The recipient’s vision is not altered by the spell. The casting of this spell requires a pinch of dry sand and an eyelash, which are tossed into the air.
3rd Level
Sandspray (Alteration)
Province: Sand
Range: 10 yards/level of the caster
Components: V, M
Duration: Instantaneous
Casting Time: 3
Area of Effect: 5' diameter circle
Saving Throw: ½
The sandspray spell causes a pillar of sand up to 30 feet high to erupt around one target. The blinding spray causes 1d6 damage for every two levels of the caster (round down) and requires no attack roll. The target may save for half damage, but even if the target saves, he will be blinded by sand for 1d4+1 rounds. While blinded, the target cannot cast spells and attacks with a -4 penalty.
Sand Seal (Alteration/Conjuration)
Province: Sand
Range: 20 yards
Components: V, S, M
Duration: Special
Casting Time: 3
Area of Effect: 1 doorway or similar portal
Saving Throw: None
When casting this spell, the wizard must throw a handful of sand at the doorway to be sealed. When the spell is complete, sand swirls in the doorway, coalescing into a solid barrier. This magical barrier of sand possesses 1d6 hit points/level of the caster and an AC of 8. To remove the sand seal, it must be attacked and its hit points reduced to zero. If a one is rolled for the attack roll when attacking a sand seal, the weapon used is shattered. If the weapon is a hand, foot, or other natural appendage, the attacker suffers 1d6 points of
damage. The sand seal can be magically dispelled. The material component of this spell is a small lump of wax.
Al-Qadim: Character Classes, Races, Deities & Other Info
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Re: Al-Qadim: Character Classes, Races, Deities & Other Info
#21 Post by GreyWolfVT »
“All men did have darkness. Some wore it in the form of horns. Some bore it invisibly as rot in their souls.”
― Paul S. Kemp, Shadowbred
"If good people won’t do the hard things, evil people will always win, because evil people will do anything."
― Paul S. Kemp, Twilight Falling
DM - GreyWolf's Mystara Adventures - AD&D 2e
― Paul S. Kemp, Shadowbred
"If good people won’t do the hard things, evil people will always win, because evil people will do anything."
― Paul S. Kemp, Twilight Falling
Algrim Tirion Dwarf - HarnMaser
Boffin (Boff) Stonegirdle Dwarf Thief - Earthquakes in the Jotens
Dalin Silverhand Dwarf Thief - Barrowmaze
Pimlan 'Pim' Greenstride Halfling Fighter/Thief - Revisiting the Classics: Mod 1 “Return to Kendall Keep”
Razillin Tinkerboot Gnome Cleric - Hedge's Forgotten Realms Adventures (2e)
Torvik Shadowhood Dwarf Fighter/Thief - Nocturne
Boffin (Boff) Stonegirdle Dwarf Thief - Earthquakes in the Jotens
Dalin Silverhand Dwarf Thief - Barrowmaze
Pimlan 'Pim' Greenstride Halfling Fighter/Thief - Revisiting the Classics: Mod 1 “Return to Kendall Keep”
Razillin Tinkerboot Gnome Cleric - Hedge's Forgotten Realms Adventures (2e)
Torvik Shadowhood Dwarf Fighter/Thief - Nocturne
Return to “Al-Qadim: One Dozen and One Adventures (Ad&d 2e)”
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