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D&D 3.5 - Sandstorm - Mastering the Perils of Fire and Sand [OEF]

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Published by Chris Winnower, 2019-07-02 00:32:47

D&D 3.5 - Sandstorm - Mastering the Perils of Fire and Sand [OEF]

D&D 3.5 - Sandstorm - Mastering the Perils of Fire and Sand [OEF]

sand, in which you can rest while waiting for the storm wicks sweat away from your body and collects it in

to pass. spongelike filtration material that can be removed after

A sand tube looks something like an open-ended you doff the hydration suit. The tube from the facemask

sleeping bag, made of treated hide attached to a number twists in loops around your body, through the sponge,

of collapsible hoops. After digging a small hole in the to reclaim moisture, condensing it in a reservoir from

sand to get started, you shove one end of this apparatus which you can sip.

inside the hole and expand the hoops to stiffen it into A functioning hydration suit eliminates the need to

a tube. More sand can then be dug from the buried end make Constitution checks to avoid dehydration. It raises

(usually you crawl partway into the tube and use your the level of protection from heat dangers by two steps

hands) and removed through the tube, which is shoved (see page 14), and its mask functions as a filter mask. A CHAPTER 4

more deeply into the tunnel as digging progresses. In hydration suit offers no protection from magical dessica- EQUIPMENT

normal sand, it takes 10 minutes of digging to fully bury tion damage.

a sand tube. When fully buried, a sand tube can hold

one Medium humanoid. A flap fastens over the exposed SPECIAL SUBSTANCES AND ITEMS

end to provide shade and protection from duststorms The waste holds as many unusual materials as it does

and sandstorms. reasons to innovate. Many of the substances here can be

Sun Lenses: This item, made of thin slabs of mica or made by a spellcaster with the Craft (alchemy) skill, as

volcanic glass affixed to curved frames, can protect your indicated on Table 4–3: Wasteland Gear.

eyes from being dazzled by bright light, such as glare Armorbright: This metallic paint is applied with

(see page 18). If you are already dazzled when you don a brush to the outside of a suit of armor (requiring 1

the lenses, you are treated as if you had entered an area of minute to apply), producing a shiny surface that reflects

shade; you recover from the dazzled condition 1 hour if the light of the sun to reduce the effects of hot weather

you continue to wear the lenses. on the wearer. For 24 hours after applying armorbright

CLOTHING to a suit of armor, you gain a +2 bonus on Fortitude
saving throws to avoid heat dangers. Armorbright

Proper clothing can be the difference between survival also raises your level of protection against heat by one

and disaster in the wastes. step (see page 14). Armorbright is not effective in hot

Desert Outfit: This outfit consists of loose, billowy environments with no sun, such as the Elemental Plane

clothing to keep the wearer cool and protected from the of Fire.

sun while in hot, dry desert terrain. It includes a caftan, Asherati Sand Sculpture: Asheratis know the special

turban, scarf, loose pantaloons, and sandals or high cloth sands, adherents, and natural dyes that are required to

boots. This outfit counts as light clothing and offers limited create stunning works of sculpture. The typical asherati

protections against some waste hazards (see Chapter 1). The sculpture is 2 to 3 feet high and weighs 10 to 20 pounds.

protection it offers against heat is negated if the wearer Like any piece of art, value is in the eye of the beholder;

also dons armor. however, anyone with the Appraise skill can determine

Heatsuit Outfit: This suit is designed to protect against the approximate price a particular sculpture would fetch

heat. It consists of heavy pants and coat, a specially treated in wider markets. Use Table 3–7: Art Objects, page 55 of

leather apron, thick mittens, a thick hood, and goggles. the Dungeon Master’s Guide, to determine the price of an

A heatsuit outfit prevents 3 points of lethal or nonlethal asherati sand sculpture found in a treasure hoard or in

damage per round from hot environments. Although the the marketplace.

outfit is heavy clothing, its heat-resistant materials negate Blackeye: This oily paint is smeared around your eyes

the usual –4 penalty on Fortitude saves against damage and on your cheeks to reduce the effects of bright sun,

dealt by hot environments. protecting you from sun glare for 4 hours.

Hydration Suit: The hydration suit is a masterpiece Deep Draught: This powder is a mixture of salt,

of water retention, crafted by waste-dwellers with tech- dried herbs, and extracts of desert plants. Adding it to

nical skill and unusual materials. Its design allows you water increases your body’s retention of fluid and helps

to recover nearly all the water your body loses through counteract the effects of dehydration. One packet of deep

sweat and exhalation. A hydration suit is made of the draught is enough for 1 gallon of solution, which grants

skin and tissue of various desert-dwelling beasts and a +5 bonus on the Heal check to treat dehydration (see

treated with oils or waxes for water retention. It covers page 15).

your entire body, with a tight-fitting hood over the head Ironthorn Extract: The ironthorn plant has extremely

and a mask covering the mouth and nose. Inside the tough tissues to prevent water loss. This extract of the

mask is a glass plate to collect condensation and a tube plant is used to harden delicate items, make contain-

fashioned from watertight materials. An inner lining ers waterproof, and stiffen clothing to provide some 101

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

cube of shapesand, the challenger must not only beat his or be swept off the back of the ashworm as it dives below CHAPTER 4
opponent’s roll, but must also have a Wisdom score of at the surface for 1d4 rounds before returning to its rider.
least 12. An ashworm is hard to control in combat (see Mounted EQUIPMENT
Combat, page 157 of the Player’s Handbook) unless it belongs
If you are a sand shaper (new prestige class, see page to an ashworm dragoon (see page 66).
76) or a cleric with the Sand domain (see page 107) using
shapesand in conjunction with your sand shaping abili- An ashworm mount requires an exotic saddle, ben-
ties, you do not count shapesand items against the total efits from stabling, can wear custom barding (specially
number of items you can maintain at one time. In addition, constructed, adding an additional 50% to the price), and
if you are a sand shaper, you can give control of shapesand requires feed like a normal mount (see Mounts and Related
objects to other individuals, and those items persist even Gear, page 131 of the Player’s Handbook).
if the new owner takes them outside the normal 100-foot
control area. The new owner need not make a Wisdom Camel: The camel is the most common mount in the
check to establish control of the item, so long as his waste. A camel is appropriate as a mount for a Medium
Wisdom score meets the minimum requirement for the humanoid creature. Dromedary and two-humped camels
object’s volume. are hard to control in combat (see Mounted Combat, page
157 of the Player’s Handbook), while war camels can be ridden
Slumber Sand: Slumber sand is a supernatural hazard into battle easily. Camels benefit from stabling, can wear
(see page 26), but alchemists make a substance that mimics barding, and require feed like normal mounts (see Mounts
the hazard’s effects. A target struck by a flask of slumber and Related Gear, page 131 of the Player’s Handbook).
sand must make a DC 15 Fortitude save or fall asleep for
1 minute. Slumber sand affects only a creature struck by Dust Twister: Using a dust twister (described on page
it, and creatures with 5 or more Hit Dice have immunity 162) as a mount is something only the very rich, eccentric,
to the effect. or the magically gifted normally consider.

Slumber sand is more effective when a flask of it is used A tamed dust twister is suitable as a mount for a Medium
as an optional material component for sleep, deep slumber, or or Large humanoid-shaped creature. Dust twisters are
symbol of sleep. When so used, the total Hit Dice of creatures hard to control in combat (see Mounted Combat, page 157
affected increases by 2 (the symbol of sleep affects creatures of the Player’s Handbook). While riding, you appear to be
of up to 12 HD), and the DC for the Will saving throw held aloft in the center of the twister some 5 feet off the
increases by +1. ground as the dust twister races across the sand. However,
you must succeed on a DC 15 Ride check once per day
Sunshade Lotion: This translucent green lotion con- or be flung from the calm eye of the dust twister, taking
tains extracts of succulent plants, mixed with oils from 1d6 points of damage. A dust twister requires no saddle
the skin of chameleons. It darkens slightly on exposure or stable, cannot wear barding, and does not require feed
to sunlight. One flask is sufficient to protect a Medium like a normal mount.
creature from nonlethal damage due to sunburn (see page
18) for 4 hours. VEHICLES

MOUNTS If you can’t go where you need to by camel—whether
because of excess gear or distance—you’ll need some
Getting across the waste faster is always an advantage. other form of transport. Some vehicles, such as the frame
wheel and sledge, are moved by muscle power. The Handle
Many waste-dwellers use mounts for just this reason. Animal skill is used only if that power comes from a team
of draft animals. When the team consists of creatures
Table 4–4: Mounts Cost with Intelligence scores of 3 or higher, the operative skill
200 gp is Diplomacy. When they are forced labor, the operative
Item 100 gp skill is Intimidate.
Ashworm 75 gp
Two-humped camel 1,500 gp The Arms and Equipment Guide provides information on
Dromedary camel 450 gp vehicles, vehicle movement, and vehicle combat.
Dust twister
War camel

Ashworm: These creatures (described on page 140) Table 4–5: Vehicles Cost
can be domesticated and trained to become mounts. 3,000 gp
The poison stingers of most domesticated ashworms Item 15 gp
are clipped. Cloudskate 16,000 gp
Frame wheel 8,500 gp
A tamed ashworm is suitable as a mount for a Medium Sand galley 150 gp
humanoid. However, the rider must succeed on a DC 15 Sand schooner 15 gp
Ride check once every 24 hours if in a sandy environment Sand skiff
Sledge

103

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

104

Illus. by D. Kovacs

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

105

SPELL LISTS Dispel Water: Cancels water spells and effects or dis-
misses water creatures.
The spells in the following section supplement those found
in the Player’s Handbook. This section also contains a short Flaywind Burst: Cone blows away and knocks down
list of new psionic powers and epic spells. smaller creatures and deals 1d6 damage/level.

NEW BARD SPELLS Parboil: Flash-heated air deals fire and Intelligence
damage to one or more creatures.
2nd-Level Bard Spell
Hydrate: Heals dessication damage. Wall of Magma: Deals 2d6 fire damage out to 10 ft. and
1d6 out to 20 ft. Passing through wall deals 5d6 damage
+1/level.

CHAPTER 5 3rd-Level Bard Spell 6th-Level Cleric Spells
Tormenting Thirst: Subject is overwhelmed by thirst. Desiccate, Mass: Desiccates several creatures.
MAGIC Mummify: Touched living creature dies and is mummified.
4th-Level Bard Spell Symbol of ThirstM: Triggered rune overwhelms nearby
Dispel Water: Cancels water spells and effects or dis- creatures with thirst.
misses water creatures.
8th-Level Cleric Spell
6th-Level Bard Spell Flashflood: Wave of water smashes everything in its path
Mephit Mob: Summons 2d6 mephits of a kind you and floods area.
designate.
9th-Level Cleric Spell
NEW CLERIC SPELLS Mantle of the Fiery SpiritX: Permanently grants one
creature the fire subtype.
1st-Level Cleric Spells
Cloak of Shade: Touched creature gains protection from NEW CLERIC DOMAINS
heat and sun.
Locate Water: Reveals location, size, and quality of Several new domains are presented below, supplementing
water sources. those in the Player’s Handbook. Spells marked with a super-
script dagger (†) are new spells described in this book.
2nd-Level Cleric Spells
Desiccate: Deals 1d6/2 levels dessication damage and NOBILITY DOMAIN
dehydrates living creature.
Freedom of Breath: Protects against suffocation and Deity: Tem-Et-Nu.
dangerous vapors. Granted Power: Once per day, you can inspire allies
Hydrate: Heals dessication damage. that hear you speak for 1 round. Each such ally gains a
+1 morale bonus on saving throws, attack rolls, ability
3rd-Level Cleric Spells checks, skill checks, and damage rolls. Using this spell-
Black Sand: Creates a 20-ft.-radius area of black sand. like ability is a standard action, and the effect lasts for
Control Sand: Raise or lower the level of sand. a number of rounds equal to your Charisma modifier
Haboob: Cloud of dust obscures sight and abrades those (minimum 1 round).
passing through it.
Protection from Dessication: Absorb 10 points/level Nobility Domain Spells
of dessication damage. 1 Divine Favor: You gain +1 per three levels on attack
Soul of the Waste: Meld into surrounding sand. and damage rolls.
2 Enthrall: Captivates all within 100 ft. + 10 ft./level.
4th-Level Cleric Spells 3 Magic Vestment: Armor or shield gains +1 enhance-
Wall of Salt: Wall of salt that can be shaped. ment per four levels.
Wall of Sand: Wall impedes movement, obscures vision, 4 Discern Lies: Reveals deliberate falsehoods.
and blocks some attacks. 5 Command, Greater: As command, but affects one
Wall of Water: Wall impedes movement and can drown subject/level.
creatures. 6 Geas/Quest: As lesser geas, plus it affects any creature.
7 Repulsion: Creatures can’t approach you.
5th-Level Cleric Spells 8 Demand: As sending, plus you can send suggestion.
Choking SandsM: Touched creature begins to suffocate 9 Storm of Vengeance: Storm rains acid, lightning,
on sand. and hail.

106

REPOSE DOMAIN You must make a special Wisdom check (d20 + your Wis
modifier + 1/2 your cleric level) against a DC determined by
Deity: Anubis, Osiris. the size and complexity of the item. The item to be created
Granted Power: You may use a death touch once per has a base DC of 5, plus the modifiers on the table below.
day. You must succeed on a melee touch attack against a
living creature (using the rules for touch spells). When Item Complexity Modifier CHAPTER 5
you touch, roll 1d6 per cleric level you possess. If the total Fine details +2
at least equals the creature’s current hit points, it dies Functioning tool +2 MAGIC
(no save). The death touch is a supernatural ability that Functioning armor/weapon +5
produces a death effect. Multiple parts +5
Masterwork version +10
Moving parts +10

Repose Domain Spells Each attempt to create an item requires a number of 107
1 Deathwatch: Reveals how near death subjects within minutes equal to its DC. You can take 10 or take 20 on this
30 ft. are. check. Created items persist for 1 minute per cleric level,
2 Gentle Repose: Preserves one corpse. and can only be solid objects. The objects created have no
3 Speak with Dead: Corpse answers one question/two magical properties, though they radiate faint transmuta-
levels. tion magic.
4 Discern Lies: Reveals deliberate falsehoods.
5 Command, Greater: As command, but affects one All items created in this fashion have hardness 5 and
subject/level. hit points as follows: Fine 1, Diminutive 2, Tiny 3, Small
6 Undeath to DeathM: Destroys 1d4 HD/level undead 5, Medium 8, Large 10.
(max 20d4).
7 DestructionF: Kills subject and destroys remains. Sand Domain Spells
8 Surelife†: Protects you from death due to hazards. 1 Waste Strider†: Move through waste without penalties.
9 Wail of the Banshee: Kills one creature/level. 2 Black Sand†: Creates a 20-ft.-radius area of black sand.
3 Haboob†: Swirling grit obscures vision, blows smaller
RUNE DOMAIN creatures over, and deals nonlethal damage.
4 Blast of Sand†: Cone deals 1d6 damage/level.
Deities: Imhotep, Thoth. 5 Flaywind Burst†: Blows away and knocks down
Granted Power: Gain Scribe Scroll as a bonus feat. smaller creatures and deals 1d6 damage/level.
6 Awaken Sand†,X: A region of sand forms into a Huge,
Rune Domain Spells sentient creature.
1 Erase: Mundane or magical writing vanishes. 7 Vitrify†: Melts sand into glass.
2 Secret Page: Changes one page to hide its real content. 8 Desert Binding†,M: Imprisons creature as sand in an
3 Glyph of WardingM: Inscription harms those who hourglass or wind in the waste.
pass it. 9 Summon Desert Ally IX†: Calls dustform creature
4 Explosive Runes: Deals 6d6 damage when read. to fight.
5 Planar Binding, Lesser: Traps extraplanar creature of
6 HD or fewer until it performs a task. SUMMER DOMAIN
6 Glyph of Warding, GreaterM: As glyph of warding, but
up to 10d8 damage or 6th-level spell. Deities: Aurifar, Ishtar, Kikanuti, Solanil, Zoser.
7 Drawmij’s Instant SummonsM: Prepared object Granted Power: You are considered a native of the
appears in your hand. waste for purposes of heat resistance (you have 1 level of
8 Transcribe Symbol†,F: Safely moves an untriggered protection). During the summer season, you gain a +2
magical symbol to another location. bonus on all Wisdom-based skill checks.
9 Teleportation CircleM: Circle teleports any creature
inside to designated spot. Summer Domain Spells
1 Impede Sun’s Brilliance†: Diminishes the heat and
SAND DOMAIN light of the sun in an area.
2 Sunstroke†: Target takes 2d6 nonlethal damage and
Deity: Zoser. is fatigued.
Granted Power: Once per day, you can shape a small 3 Protection from Dessication†: Absorb 10 points/level
amount of sand into any solid object you can imagine, of dessication damage.
up to 8 cubic feet in volume. You can shape one object or 4 Skin of the Cactus†: Grants natural armor, thorns, and
several, up to a number equal to your Wisdom bonus, as resistance to dehydration.
long as the total volume does not exceed 8 cubic feet.

5 Unearthly Heat†: Target is subjected to unearthly heat Hydrate: Heals dessication damage.
for 1 round/level. Protection from Dessication: Absorb 10 points/level

6 Sunbeam: Beam blinds and deals 4d6 damage. of dessication damage.
7 Control Weather: Changes weather in local area. Scimitar of Sand: Sand sword deals 1d6 damage +1/2
8 Sunburst: Blinds all within 10 ft., deals 6d6 damage.
9 Storm of Vengeance: Storm rains acid, lightning, levels and renders target dehydrated.
Summon Desert Ally II: Calls dustform creature
and hail.
to fight.

CHAPTER 5 THIRST DOMAIN 3rd-Level Druid Spells
Control Sand: Raise or lower the level of sand.
MAGIC Deity: Azul. Haboob: Cloud of dust obscures sight and abrades those
Granted Power: Rebuke or command oozes as an evil passing through it.
cleric rebukes or commands undead. Use this ability a Soul of the Waste: Meld into surrounding sand.
total number of times per day equal to 3 + your Charisma Storm Mote: Dust devil of flensing sand.
modifier. You also gain a +2 bonus on Constitution checks Summon Desert Ally III: Calls dustform creature
to resist dehydration. to fight.
Whispering SandF: Sand delivers your message.
Thirst Domain Spells
1 Parching Touch†: One touch/level deals 1d6 damage 4th-Level Druid Spells
and possibly 1 Con damage. Blast of Sand: Cone deals 1d6 damage/level.
2 Desiccate†: Deals 1d6/2 levels dessication damage and Dispel Water: Cancels water spells and effects or dis-
dehydrates living creature. misses water creatures.
3 Tormenting Thirst†: Subject is overwhelmed by thirst. Sandform: You become an oozelike being of sand.
4 Dispel Water†: Cancels water spells and effects or Searing Exposure: Target suffers hours of wasteland
dismisses water creatures. exposure in a moment.
5 Desiccate, Mass†: Desiccates several creatures. Skin of the Cactus: Grants natural armor, thorns, and
6 Symbol of Thirst†,M: Triggered rune overwhelms resistance to dehydration.
nearby creatures with thirst. Slipsand: Creates a volume of slipsand.
7 Mephit Mob†,*,: Summons multiple mephits. Summon Desert Ally IV: Calls dustform creature
8 Horrid Wilting: Deals 1d6 damage /level within 30 ft. to fight.
9 Energy Drain: Subject gains 2d4 negative levels. Wall of Salt: Wall of salt that can be shaped.
* Dust, salt, or sulfur mephits only. Wall of Sand: Wall impedes movement, obscures vision,
and blocks some attacks.
NEW DRUID SPELLS Wall of Water: Wall impedes movement and can drown
creatures.
1st-Level Druid Spells
Cloak of Shade: Touched creature gains protection from 5th-Level Druid Spells
heat and sun. Choking SandsM: Touched creature begins to suffocate
Impede Sun’s Brilliance: Diminishes the heat and light on sand.
of the sun in an area. Flaywind Burst: Cone blows away and knocks down
Locate Water: Reveals location, size, and quality of smaller creatures and deals 1d6 damage/level.
water sources. Flesh to Salt: Turns creature into a statue of salt.
Summon Desert Ally I: Calls dustform creature to fight. Fuse Sand: Hardens sand and may trap creatures.
Sunstroke: Target takes 2d6 nonlethal damage and is Sleep Mote: Dust devil of magic sand puts foes to sleep.
fatigued. Summon Desert Ally V: Calls dustform creature
Waste Strider: Move through the wasteland without to fight.
penalties. Transmute Sand to Glass: Transforms two 10-ft. cubes
per level.
2nd-Level Druid Spells Transmute Sand to Stone: Transforms two 10-ft. cubes
Desiccate: Deals 1d6/2 levels dessication damage and per level.
dehydrates living creature. Transmute Stone to Sand: Transforms two 10-ft. cubes
Freedom of Breath: Protects against suffocation and per level.
dangerous vapors.
Halo of Sand: Swirling sand grants +1 deflection
bonus/3 levels.

108

6th-Level Druid Spells Protection from Dessication: Absorb 10 points/level CHAPTER 5
Awaken SandX: A region of sand forms into a Huge, of dessication damage.
sentient creature. MAGIC
Desiccate, Mass: Desiccates several creatures. Summon Desert Ally II: Calls dustform creature to fight.
Mephit Mob: Summons 2d6 mephits of a kind you
designate. 3rd-Level Ranger Spells
Mummify: Touched living creature dies and is mummified. Haboob: Cloud of dust obscures sight and abrades those
Sandstorm: Creates a controlled duststorm. passing through it.
Scalding Mud: Transmute rock or earth into boiling muck. Skin of the Cactus: Grants natural armor, thorns, and
Summon Desert Ally VI: Calls dustform creature to fight. resistance to dehydration.
Wall of Magma: Deals 2d6 fire damage out to 10 ft. and Summon Desert Ally III: Calls dustform creature to fight.
1d6 out to 20 ft. Passing through wall deals 5d6 damage
+1/level. 4th-Level Ranger Spells
Slipsand: Creates a volume of slipsand.
7th-Level Druid Spells Summon Desert Ally IV: Calls dustform creature
Flesh to Salt, Mass: Turns several creatures into statues to fight.
of salt.
Summon Desert Ally VII. Calls dustform creature NEW SORCERER/WIZARD SPELLS
to fight.
1st-Level Sorcerer/Wizard Spells
8th-Level Druid Spells Div Locate WaterF: Reveals location, size, and quality
Flashflood: Wave of water smashes everything in its path of water sources.
and floods area. Necro Parching Touch: One touch/level deals 1d6 des-
Mantle of the Fiery SpiritX: Permanently grants one sication damage and possibly 1 Con damage.
creature the fire subtype. Trans Sunstroke: Target takes 2d6 nonlethal damage
Summon Desert Ally VIII: Calls dustform creature and is fatigued.
to fight.
2nd-Level Sorcerer/Wizard Spells
9th-Level Druid Spell Conj Ashstar: Hovering construct dehydrates a
Summon Desert Ally IX: Calls dustform creature to fight. wounded creature.
Evoc Scimitar of Sand: Sand sword deals 1d6 damage
NEW PALADIN SPELLS +1/2 levels and renders target dehydrated.
Necro Desiccate: Deals 1d6/2 levels dessication damage
2nd-Level Paladin Spells and dehydrates living creature.
Freedom of Breath: Protects against suffocation and
dangerous vapors. 3rd-Level Sorcerer/Wizard Spells
Hydrate: Heals dessication damage. Abjur Protection from Dessication: Absorb 10 points/
level of dessication damage.
NEW RANGER SPELLS Conj Haboob: Cloud of dust obscures sight and abrades
those passing through it.
1st-Level Ranger Spells Ench Tormenting Thirst: Subject is overwhelmed
Impede Sun’s Brilliance: Diminishes the heat and light by thirst.
of the sun in an area. Evoc Body Blaze: You are surrounded by fire and leave
Locate Water: Reveals location, size, and quality of a wall-like trail of flame in your wake.
water sources. Storm Mote: Dust devil of flensing sand.
Summon Desert Ally I: Calls dustform creature to fight. Trans Whispering SandF: Sand delivers your message.
Waste Strider: Move through the wasteland without
penalties. 4th-Level Sorcerer/Wizard Spells
Conj Blast of Sand: Cone deals 1d6 damage/level.
2nd-Level Ranger Spells Desert Diversion: Those attempting planar travel
Freedom of Breath: Protects against suffocation and are diverted to a random wasteland.
dangerous vapors. Wall of Salt: Wall of salt that can be shaped.
Halo of Sand: Swirling sand grants +1 deflection Wall of Sand: Wall impedes movement, obscures
bonus/3 levels. vision, and blocks some attacks.
Hydrate: Heals dessication damage. Wall of Water: Wall impedes movement and can
drown creatures.
109

CHAPTER 5 Evoc Parboil: Flash-heats air dealing fire and Intelligence Necro Ashen Union: Drains moisture from a creature,
damage to one or more creatures. possibly killing it and destroying its body.
MAGIC Searing Exposure: Target suffers hours of waste- Desiccate, Mass: Desiccates several creatures.
land exposure in a moment. Mummify: Touched living creature dies and
is mummified.
Necro Wither: Deals 1d6/level dessication damage and
dehydrates living creature. Trans Scalding Mud: Transmute rock or earth into
boiling muck.
Trans Fuse Sand: Hardens sand and may trap creatures.
Sandform: You become an oozelike being of sand. 7th-Level Sorcerer/Wizard Spells
Trans Flesh to Salt, Mass: Turns several creatures into
5th-Level Sorcerer/Wizard Spells statues of salt.
Abjur Antifire Sphere: Creatures within sphere gain Vitrify: Melts sand into glass.
immunity to fire damage.
Dispel Water: Cancels water spells and effects or 8th-Level Sorcerer/Wizard Spells
dismisses water creatures. Abjur Transcribe SymbolF: Safely moves an untriggered
Conj Wall of Magma: Deals 2d6 fire damage out to 10 magical symbol to another location.
ft. and 1d6 out to 20 ft. Passing through wall deals Ench Desert BindingM: Imprisons creature as sand in
5d6 damage +1/level. an hourglass or wind in the waste.
Ench Sleep Mote: Dust devil of magic sand puts foes
to sleep. NEW PSIONIC POWERS
Evoc Flaywind Burst: Blows away and knocks down
smaller creatures and deals 1d6 damage/level. 2nd Level Psion/Wilder Powers
Necro Choking SandsM: Touched creature begins to Psychic Scimitar: Create scimitar of the mind that
suffocate on sand. attacks foes.
Trans Flesh to Salt: Turns creature into a statue of salt.
Transmute Sand to Glass: Transforms two 10-ft. 6th Level Psion/Psychic Warrior/Wilder Powers
cubes per level. Inconstant Location: Slightly detuned from time allows
Transmute Sand to Stone: Transforms two 10-ft. swift instantaneous moves in combat.
cubes per level.
Transmute Stone to Sand: Transforms two 10-ft. NEW EPIC SPELLS
cubes per level.
Unearthly Heat: Target is subjected to unearthly Beast of a Thousand LegsX: Create a tornado-spawning
heat for 1 round/level. super-storm. (Spellcraft DC 132)

6th-Level Sorcerer/Wizard Spells Dire DroughtX: Deal 2d6 dessication damage in 1,000-foot
Ench Symbol of ThirstM: Triggered rune overwhelms radius. (Spellcraft DC 319)
nearby creatures with thirst.
Global Warming: Permanently increase region’s tem-
perature. (Spellcraft DC 100)

VolcanoX: Raise a small volcano. (Spellcraft DC 56)

Magic of the waste invokes the Saving Throw: Will negates
fearsome power of heat, sand, sun,
and thirst. (harmless) ASHEN UNION

ANTIFIRE SPHERE Spell Resistance: No; see text Necromancy

Abjuration Level: Sorcerer/wizard 6
Level: Sorcerer/wizard 5
Components: V, S You bring into being a mobile, spheri- Components: V, S, M
Casting Time: 1 standard action
Range: Touch cal energy field that protects against Casting Time: 1 standard action
Area: 10-ft.-radius emanation from
fire. All creatures within the area of Range: Medium (100 ft. + 10 ft./level)
touched creature
Duration: 10 min./level the spell gain immunity to fire damage. Target: One living creature

In addition, the sphere prevents the Duration: Instantaneous

entrance of any creature with the fire Saving Throw: Fortitude half and

subtype and hedges out such creatures Fortitude partial; see text

that are in the area when the spell is Spell Resistance: Yes

cast. You must overcome a creature’s

110 spell resistance to keep it at bay.

You drain all the moisture from the creature’s body. The sand creature

body of a living creature, dealing it AWAKEN SAND deals 1d6+3 points of damage to

1d6 points of dessication damage per Transmutation trapped opponents each round after

two caster levels (maximum 10d6). Level: Druid 6, Sand 6 the one in which it engulfed them.

A creature that makes a successful Components: V, S, DF, XP Opponents that need to breathe

Fortitude save takes half damage. Casting Time: 24 hours risk suffocation (see page 304 of the

If the subject takes damage from Range: Touch Dungeon Master’s Guide). The save DC

the spell (whether its first save was Target: 15-ft. area of sand touched is Strength-based.

successful or not) equal to more than Duration: Instantaneous Sand creatures are amorphous

half of its current hit points, it must Saving Throw: None and can do anything sand would CHAPTER 5

make another Fortitude saving throw Spell Resistance: No be expected to do—hide perfectly MAGIC

or die as its body expels all remaining atop other sand, form into dunes

fluid, leaving behind only a fragile You awaken a region of sand, or and drifts, and pour through small

husk that powders to ash at the least similar material, to humanlike sen- openings (although passing through

touch. A victim’s equipment is unaf- tience. To succeed, you must make a an opening two size categories

fected. A creature that is affected but DC 18 Will save. The awakened sand smaller than the creature takes a

not slain by the spell is dehydrated is friendly toward you. You have full-round action).

(see page 15). no special empathy or connection XP Cost: 500 XP.

Material Component: A piece of with sand you awaken, although

dried fruit and a pinch of dust. it serves you in specific tasks or BLACK SAND

endeavors if you communicate your Necromancy [Darkness, Evil]

ASHSTAR desire to it. Level: Cleric 3, Sand 2

Conjuration (Creation) [Evil] The sand creature you awaken has Components: V, S

Level: Sorcerer/wizard 2 the same statistics as a Huge animated Casting Time: 1 standard action

Components: V, S object with a base land speed of 40 feet Range: Medium (100 ft. + 10 ft./level)

Casting Time: 1 standard action and a burrow speed of 20 feet. Unlike Area: 20-ft.-radius spread

Range: Medium (100 ft. + 10 ft. level) normal animated objects, awakened Duration: 1 min./level

Effect: One ashstar; see text sand beings have the earth subtype, Saving Throw: Reflex negates;

Duration: 1 round/level and their Intelligence, Wisdom, and see text

Saving Throw: Fortitude negates Charisma scores are each 3d6. A sand Spell Resistance: Yes

Spell Resistance: No being has immunity to polymorph-

ing. The awakened sand can speak This spell creates an area of black

You create a magical construct one language you know, plus one sand (see page 20), infused with

called an ashstar. It shoots from additional language that you know shadowstuff and negative energy.

your hand and hovers in the air per point of Intelligence bonus (if A region of black sand literally

anywhere within the limit of the any) it has. swallows light, emitting magical

range. Each round, you can move A sand creature can engulf Large darkness rising to a height of 20

the ashstar anywhere within range or smaller creatures as a standard feet over the surface. Creatures that

by spending a move action to action. It cannot make a slam attack come in contact with the sand take

concentrate on the new position. during a round in which it engulfs. 1d4 points of damage per round from

The ashstar gives off a reddish The sand creature merely has to move negative energy (no save). Those

light, akin to the hazy light within over the opponents, affecting as reduced to 0 hit points crumble into

a sandstorm, providing shadowy many as it can cover. Opponents can black sand themselves. Creatures

illumination in a 20-foot radius. A make attacks of opportunity against can make Reflex saves to avoid being

creature you designate within 10 the creature, but if they do so they caught in the area upon which the

feet of the ashstar that takes damage are not entitled to a saving throw. spell is first cast. Only the surface of

from any source must make a For- Those who do not attempt attacks the sand is affected by the spell, so

titude saving throw. On a failed of opportunity must succeed on a creatures burrowing beneath an area

save, the damage is considered DC 19 Reflex save or be engulfed; of black sand are unaffected unless

dessication damage, and the victim on a success, they are pushed back they break its surface. Creatures that

becomes dehydrated. or aside (opponent’s choice) as the do so immediately take damage from

An ashstar can be attacked as if it creature moves forward. Engulfed the spell.

were an object. It has hardness 10 and opponents are considered grappled Black sand can be made permanent

20 hit points and are trapped within the sand with a permanency spell. 111

If you overrun a creature or oth- heat, nor does it offer any protection

BLAST OF SAND erwise manage to pass through its against fire damage. The target is

Conjuration (Creation) [Earth] square, each creature takes damage treated as though it is in shade,

Level: Druid 4, Sand 4, sorcerer/ as if passing through the wall. If any thereby protected from sunburn, able

wizard 4 5-foot length of wall takes 20 points to begin recovering from sun glare,

Components: V, S, M of cold damage or more in 1 round, and able to begin healing nonlethal

Casting Time: 1 standard action that section goes out. damage taken from exposure to heat.

Range: 30 ft. Material Component: A small piece Cloak of shade has no effect on light,

Area: Cone-shaped burst of phosphorus. daylight, sunburst, and similar magical

CHAPTER 5 Duration: Instantaneous CHOKING SANDS light effects, and it offers no protec-
Saving Throw: Reflex half tion from damage that creatures
MAGIC
Spell Resistance: No Necromancy vulnerable to sunlight might take

Level: Cleric 5, druid 5, sorcerer/ from the sun.

Sand sprays from your outstretched wizard 5 CONTROL SAND
palm with enough force to strip flesh Components: V, S, M

from bone and scour surfaces. The Casting Time: 1 standard action Transmutation

spell deals 1d6 points of damage per Range: Touch Level: Cleric 3, druid 3

caster level (maximum 10d6). Do not Target: Living creature touched Components: V, S, DF

divide damage from sand scour by four Duration: Instantaneous; see text Casting Time: 1 standard action

when applying it to objects. Saving Throw: Fortitude negates; Range: Long (400 ft. + 40 ft./level)

Material Component: A pinch of see text Area: Dust or sand in a volume of 10

sand. Spell Resistance: Yes ft./level wide by 10 ft./level long

by 2 ft./level deep (S)

BODY BLAZE You coat the target’s lungs with dust Duration: 10 min./level (D)

Evocation [Fire] and sand. The target can cough up the Saving Throw: None; see text

Level: Sorcerer/wizard 3 sand by taking a full-round action and Spell Resistance: No

Components: V, S, M making a Fortitude save. If it chooses

Casting Time: 1 standard action not to do so, it must make Constitution Depending on the version you

Range: Personal; see text checks to avoid suffocation (see page choose, control sand raises or lowers

Target: You 304 of the Dungeon Master’s Guide). fine particles of

Duration: 1 round/level (D) MaterialComponent:A tiny stuffed material, such

animal filled with sand. as dust or

You are surrounded in flame, which sand.

does not harm you or your equip- CLOAK OF
ment. When you move, you leave a SHADE

vertical trail of flame in your wake. Abjuration

The sheet of flame left behind you Level: Cleric 1, druid 1

is up to 20 feet high, 2 inches wide, Components: V, S, DF

and lengthens as you move, exactly Casting Time: 1 standard

following the path you take across a action

horizontal surface—you leave no trail Range: Touch

on vertical surfaces or through the air Target: Creature touched

because the sheet of flame must be Duration: 1 hour/level (D)

anchored on a horizontal surface. Saving Throw: None

The blazing wall deals 2d6 points Spell Resistance: Yes

of fire damage +1 point of fire (harmless)

damage per caster level (maximum

+20) to any creature passing through The subject is wrapped in an

it. If you pass through a square more envelope of perfect shade.

than once, the damage dealt by the Inside the cloak, the tempera-

wall to creatures moving through ture is one band lower than the

that square does not increase. You actual temperature (see Heat

take no damage from your own blaz- Dangers, page 12), but the spell

112 ing wall. has no effect on unearthly or hotter

For either version, the caster can Saving Throw: Will negates; see text insubstantial nature, the subject is CHAPTER 5
reduce one horizontal dimension by Spell Resistance: Yes nearly impossible to define or specifi-
half and double the other horizontal cally locate. The DM might allow the MAGIC
dimension. This spell functions like binding (see victim to be found through special
page 204 of the Player’s Handbook), means or through powerful magic Illus. by W. O’Connor
Lower Sand: This effect causes sand except as noted here. (such as limited wish). The duration is
to reduce its depth by as much as 2 feet one year per caster level, after which
per caster level, to a minimum depth of Sand in the Hourglass: The subject time the subject returns to its original
1 inch. The dust and sand is lowered assumes the form of a minute por- shape in the location where it was first
within a square-shaped depression tion of sand, each grain of which subjected to wind in the waste. Reduce
whose sides are up to 10 feet long per looks like its head. Held in a clear the save DC by 4.
caster level. In extremely large and deep glass container, usually an hourglass,
sand piles, such as a sand dune, the the subject remains aware of its Material Component: As the bind-
spell creates a pit that sweeps creatures surroundings (from multiple view- ing spell; see page 204 of the Player’s
downward (without dealing damage), points) and can speak (from multiple, Handbook.
putting them at risk and rendering tiny mouths), but cannot leave the
them unable to leave by normal move- hourglass, attack, or use any other DESERT DIVERSION
ment for the duration of the spell. abilities. The subject does not need
When cast on earth elementals, dust to breathe, eat, or drink while subject Conjuration (Teleportation)
paraelementals, and other earth- or to sand in the hourglass, nor does it age. Level: Sorcerer/wizard 4
dust-based creatures, this spell acts as Shattering the hourglass before the Components: V, S
a slow spell (Will negates). The spell spell ends slays the bound creature, Casting Time: 1 standard action
has no effect on other creatures. and its body remains sand (effectively Range: Medium (100 ft. + 10 ft./level)
destroyed). The duration is one year Effect: Ray
Raise Sand: This effect causes dust per caster level, after which time the Duration: 1 min./level
and sand to rise in height, just as the victim reforms into its original shape, Saving Throw: None
lower sand version causes it to lower. destroying the hourglass. Reduce the Spell Resistance: Yes
Creatures and objects on top of the save DC by 4.
dust or sand are raised along with the A gray ray flecked with red springs
top level of sand. Wind in the Waste: The subject is from your outstretched hand. You
transformed into a howling wind must make a ranged touch attack to
DESERT BINDING blowing across the waste. The victim hit the target. A target struck is cov-
retains knowledge of its prior exis- ered with a glittering red field that
Enchantment (Compulsion) [Mind- tence, but has no abilities other than usurps some forms of planar travel.
Affecting] to howl with the wind. Because of its Forms of travel taken over by desert di-

Level: Sand 8, sorcerer/wizard 8 Body blaze version include dimension
Components: V, S, M door, ethereal jaunt,
Casting Time: 1 etherealness, gate,
greater teleport,
minute
Range: Close (25 ft. +

5 ft./2 levels)
Target: One living

creature
Duration: See text (D)

113

plane shift, shadow walk, teleport, teleport Range: Close (25 ft. + 5 ft./2 levels) spells and spell-like abilities that have

object, teleportation circle, and similar Target: One living creature/level, the water descriptor, or appear on the

spells and spell-like abilities. If the no two of which can be more than Water domain spell list, or clearly

subject of desert diversion casts one of 30 ft. apart involve water (such as create food and

the above spells, he and those travel- water, sleet storm, and wall of ice). To

ing with him (or anyone using the This spell functions like desiccate, except successfully counter the other spell,

gate or teleportation circle) are diverted. that it affects multiple creatures. you must make a dispel check (1d20

This spell can also be cast upon a gate + your caster level, maximum +20)
against a DC equal to 11 + the spell’s
or teleportation circle, thereafter divert- DISPEL WATER

CHAPTER 5 ing all who use the affected spell for Abjuration caster level.

MAGIC the duration of desert diversion. Level: Bard 4, cleric 5, druid 4, sor- Dismiss Water Creature: Cast in

Subjects are diverted to a wasteland cerer/wizard 5, Thirst 4 this way, dispel water targets a single

location, chosen by the caster or ran- Components: V, S extraplanar creature of the water

domlydetermined.Untildesertdiversion Casting Time: 1 standard action subtype within range. The creature

ends or is dispelled, the subjects of the Range: Medium (100 ft. + 10 ft./level) can negate the effect with a successful

spell cannot use any of the abovemen- Target or Area: See text Will save (and its spell resistance, if

tioned spells to travel from the area. Duration: Instantaneous any, applies). If it fails to save or resist

If they try, the casting simply returns Saving Throw: See text the spell, the creature is forced back

them to the same spot in the middle of Spell Resistance: See text to its home plane.

the waste. When the duration expires,

the diversion ends, and subjects return You call on the power of the waste to FLASHFLOOD

to their point of origin. counter and dismiss water creatures, Conjuration (Creation) [Water]

spells, and effects. However, dispel Level: Cleric 8, druid 8

DESICCATE water cannot counter an instanta- Components: V, S, DF

Necromancy neous spell or effect. Casting Time: 1 standard action

Level: Cleric 2, druid 2, sorcerer/ You choose to use dispel water in Range: 120 ft.

wizard 2, Thirst 2 one of three ways: to dry up a body of Area: Cone-shaped spread

Components: V, S, M water, to counter a water-based spell Duration: 1 round

Casting Time: 1 standard action or effect, or to dismiss an extraplanar Saving Throw: See text

Range: Close (25 ft. + 5 ft./2 levels) creature of the water subtype. Spell Resistance: No

Target: One living creature Dry Up Water: This effect instantly

Duration: Instantaneous destroys 200 cubic feet of water per You create a roaring, frothing wall of

Saving Throw: Fortitude partial level. Remaining water rushes in to water 10 feet high that erupts from

Spell Resistance: Yes fill the void. Cast in a large body of where you stand and surges forward,

water, such as an ocean, the destruc- sweeping away or smashing down

You evaporate moisture from the tion of 1,000 or more cubic feet of nearly everything in its path. The

body of a living creature, dealing it water produces a strong current effect lasts for 1 round, although the

1d6 points of dessication damage per that pulls boats and creatures down. water created by the spell does not

two caster levels (maximum 5d6) and Creatures caught in the current must disappear after 1 round, during which

making it dehydrated (see page 15). A make a DC 20 Swim check to avoid time creatures on the ground within

successful Fortitude save results in going under. A creature that fails the the area cannot move or attack. A

half damage and negates the dehydra- Swim check is pulled down to a depth spellcaster on the ground must make

tion. A plant or elemental of the water of 10 feet per caster level and must a Concentration check (DC 20 + spell

subtype takes 1d8 points of damage hold its breath or begin to drown level) to successfully cast a spell.

per caster level (maximum 10d8). An (see page 304 of the Dungeon Master’s The force of the water and debris

elemental of the earth subtype takes Guide). The current might capsize deals those caught in the area 1d6

only 1d4 points of damage per two vessels: The chance is 95% for a craft points of nonlethal damage plus

caster levels (maximum 5d4). shorter than 20 feet long, 50% for one another 1d6 points per five caster

Material Component: A pinch of dust. from 20 to 60 feet long, and 20% for levels (maximum 4d6). Any creature

one over 60 feet long. or object that is not soundly secured is

DESICCATE, MASS Counterspell: Used in this way, dispel pushed violently to the outer edge of

Necromancy water targets a spellcaster and is cast the area. If this forces the creature or

Level: Cleric 6, druid 6, sorcerer/ as a counterspell (see page 170 of the object into a solid surface, it takes 8d6

114 wizard 6, Thirst 5 Player’s Handbook). It only counters points of damage. A creature holding

onto a sturdy object can make a DC 20 cubic feet (160 squares, with a 10-foot even then, it’s only academic unless
Strength check to avoid being moved.
A creature not already holding onto ceiling). The remaining 60,000 cubic it is important to determine whether
such an object can make a DC 20
Reflex save or Swim check to grab feet of water has to go somewhere, so something on the shore gets wet.
one. A creature of Huge size or larger
can make a DC 30 Strength check to it rushes up and out the entrance to
dig in its feet and simply withstand
the oncoming wave. A creature that the dungeon. Since the terrain above FLAYWIND BURST
fails any of these checks falls prone
in addition to being swept away. the dungeon is another level of the Evocation [Air, Earth]

The specific effect and aftereffects castle, and is basically watertight, Level: Cleric 5, druid 5, Sand 5,
of a flashflood spell on the environ-
ment depend on the nature of the the water collects up here. The total sorcerer/wizard 5
terrain where it is cast. When the
spell is completed, a total volume of volume of this level is 80,000 cubic Components: V, S, M
100,000 cubic feet of water (400 5-foot
squares, in a 120-ft. cone, 10 feet deep) feet (320 squares, with a 10-foot ceil- Casting Time: 1 round CHAPTER 5
is left behind. This water behaves
like ordinary water—draining away ing), leaving 20,000 cubic feet of air. Range: 60 ft. MAGIC
and leaving puddles in most cases,
or perhaps forming a shallow lake or Since the water has nowhere to go Area: Cone-shaped burst
pond. Unless the caster has taken care
to create the flashflood in a cleared area, but up, and it has gone as high as it Duration: Instantaneous
however, the water left behind is full of
debris, dirt, and perhaps a few corpses. can, the water on this level is 7-1/2 Saving Throw: See text
Such water is unfit to drink.
feet deep (60,000 cubic feet divided Spell Resistance: No
Cave, Cavern, or Tunnel: The sudden
surge of water knocks down support by 8,000—the square footage of 320
beams, but otherwise has no real
effect, aside from filling the tunnel 5-foot squares). If Miyish can’t swim This spell produces a brief windstorm
with water to a depth of 10 feet. If the
area is insufficient to support 100,000 or breathe water, he has made a grave (approximately 70 mph), filled with
cubic feet of water, the water level rises
above 10 feet until the entire volume tactical error by casting flashflood in scouring, supernatural grit that liter-
is filled, or it spills outward from the
confines of the original 400 squares. an area too small to contain it. ally strips flesh. In addition to the
What happens is based on the layout
of the area. In the case of level terrain, Cliffs: Casting flashflood at the base of possible effects of the wind, creatures
the water simply drains away over
the course of a minute or so, leaving a cliff has no effect on the cliff. Casting within the area of a flaywind burst
pools in depressions from which it
cannot drain. When the ground in flashflood from the top of a cliff can force spell take 1d6 points of damage per
a tunnel is not level, the water might
flood sections of the tunnel. In such creatures and objects over the edge, so caster level (maximum 10d6) from the
cases, determine whether the flooded
area is sufficient to contain the entire that they take falling damage. scouring sands. A successful Reflex
volume of water created—and, if not,
how deeply the water floods the next Open Ground: Creatures on open save halves this damage.
level up. Any creatures caught in water
over their heads might drown. ground are safest from the worst effects A creature within the area of flay-

For example, Miyish casts flashflood of flashflood. They might be knocked wind burst must make a Fortitude save
in the dungeon of a ruined castle. The
dungeon’s total volume is only 40,000 prone by the force of the water, or even or experience the effects of the wind’s

swept 120 feet (24 squares) away, but force. A Small or smaller creature is

they are not in any particular danger knocked down and rolled 1d4×10

of drowning or being crushed. feet, taking 1d4 points of nonlethal

Structure(s):Anystructurestandingon damage per 10 feet. If flying, a Small

open ground takes 60 points of damage, or smaller creature is blown back

enough to collapse a typical wooden 2d6×10 feet and takes 2d6 points of

building, but not a structure built of nonlethal damage. Medium creatures

stone, masonry, or reinforced masonry. are knocked prone, or if flying are

Hardness reduces this damage, but it blown back 1d6×10 feet. Large or

isn’t halved as damage dealt to objects Huge creatures are unable to move

normally is. Any creature caught forward against the force of the blast,

inside a collapsing structure takes 8d6 or if flying are blown back 1d ×5 feet.

points of bludgeoning damage (Reflex Gargantuan or larger creatures can

DC 15 half). The debris is swept away move normally within a flaywind

by the flashflood. burst. Flaywind burst can’t move a

River, Lake, or Marsh: The river, lake, creature beyond its range.

or marsh overflows its banks, though In addition to the effects noted,

with rivers the effect is transitory. flaywind burst can do anything else

In the case of lakes and marshes, that a windstorm-force sandstorm

determine how much the body of would be expected to do, such as

water overflows, given the 100,000 briefly obscure vision, heel over a

cubic feet of water added to it. Only boat, or blow gases and vapors to the

calculate this amount if the total limit of its area.

surface area of the lake or marsh is Material Component: A pinch of sand

less than 40,000 square feet—and and the wing feather of a vulture. 115

CHAPTER 5 FLESH TO SALT A stone to flesh spell affects salt as if FREEDOM OF BREATH
it were stone, returning an affected
MAGIC Transmutation creature to its original state.. Abjuration
Level: Druid 5, sorcerer/wizard 5 Level: Cleric 2, druid 2, paladin 2,
Illus. by D. Hudnut Components: V, S, M Material Component: A lump of
Casting Time: 1 standard action rock salt. ranger 2
Range: Medium (100 ft. + 10 ft./level) Components: V, S, M
Target: One creature FLESH TO SALT, MASS Casting Time: 1 standard action
Duration: Instantaneous Range: Touch
Saving Throw: Fortitude partial; Transmutation Target: Creature touched
Level: Druid 7, sorcerer/wizard 7 Duration: 10 min./level
see text Target: One or more creatures, no Saving Throw: Will negates
Spell Resistance: Yes
two of which can be more than 30 (harmless)
You call the essence of salt forth ft. apart Spell Resistance: Yes (harmless)
in the target, dealing 1d6 points of
damage per two caster levels Flesh to salt The subject can breathe freely in
(maximum 10d6). If the tar- conditions that ordinarily inhibit res-
get takes more than half This spell functions like flesh to salt, piration, such as sandstorms. While
of its current hit points except that it affects multiple crearu- freedom of breath is in effect, the subject
in damage from the res. You can transform one additional does not make Constitution checks
spell, it must make creature for every four caster levels,
a Fortitude saving to a maximum of five creatures at to avoid the onset of suffoca-
throw or its body 20th level. tion unless no breathable
completely crystal- substance is available (such
116 lizes. The subject, as for a human underwater
but not its car- or buried under sand). The
ried gear, turns spell also protects against
into a mindless, stenches, such as
inert statue. If a those produced by a
statue resulting troglodyte or a stinking
from this spell is cloud spell. The sub-
broken or dam- ject does not have to
aged, the subject make saves or checks
has similar damage against nausea and
or deformities if ever similar effects from
returned to its original strong odors. Free-
state. The creature is not dom of breath also
dead, but it does not seem grants a +2 bonus
to be alive either when on Fortitude saves and
viewed with spells such Constitution checks to
as deathwatch. resist poisonous vapors,
such as those from a
The transformed crea- volcanic caldera or a
ture takes on the consistency
of rock salt (hardness 2, 5 hp per cloudkill spell, for the duration
inch of thickness). Salt statues are of the spell.
extremely susceptible to dissolution
by water—if exposed to flooding or Material Component: A sliver of
heavy rain, they take damage that is mica.
not reduced by hardness. A constant
blast of water (for example, a geyser FUSE SAND
from a decanter of endless water) deals
10 points of damage per minute. A Transmutation [Earth]
steady rain deals 1 point of damage Level: Druid 5, sorcerer/wizard 4
per minute. Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Area: Up to two 10-ft. cubes per

level (S)

Duration: Instantaneous creature takes damage as if passing creature, healing damage from dehy-

Saving Throw: See text through the haze. Such creatures take dration. Hydrate heals 2d8 points +1

Spell Resistance: No half damage with a successful Reflex point per caster level (maximum +10)

save, but if these creatures do not of dessication damage, removes all

This spell causes normal sand to melt leave the affected area at their next nonlethal damage from dehydration,

slightly and stick, forming a relatively opportunity, they take full damage and clears up any lingering effects of

soft and porous building material (see from the abrading sands (no save) as if the dehydrated condition.

Dungeon Waste Terrains, page 31). they had voluntarily entered the area. When cast on a creature of the fire

Any creature in the sand is allowed a Any creature that remains within the subtype, hydrate deals damage instead

Reflex save to escape before the area affected area for more than 1 round of healing. Such a creature can apply CHAPTER 5

hardens. Creatures that are unable likewise takes damage automatically spell resistance and attempt a Will MAGIC

to escape become trapped and must (no save). save to take half damage.

be broken out. A creature trapped A moderate wind (11+ mph) dis-
beneath the surface begins to suf-
focate (see page 304 of the Dungeon perses the dust in 8 rounds; a strong IMPEDE SUN’S
wind (21+ mph) disperses it in 4 BRILLIANCE

Master’s Guide). The fused sand has rounds. This spell does not function Abjuration

hardness 3 and 5 hp per inch of thick- underwater. Level: Druid 1, ranger 1, Summer 1

ness, and a break DC of 22. Material Component: A pinch of ash, Components: S

Material Component: A glass marble. dust, or sand. Casting Time: 1 standard action

HABOOB HALO OF SAND Range: Close (25 ft. + 5 ft./2 levels)
Area: Cylinder (10-ft. radius, 20 ft.

Conjuration (Creation) [Air, Earth] Abjuration [Earth] high)

Level: Cleric 3, druid 3, ranger 3, Level: Druid 2, ranger 2 Duration: 10 min./level (D)

Sand 3, sorcerer/wizard 3 Components: V, S, DF Saving Throw: None

Components: V, S, M Casting Time: 1 standard action Spell Resistance: No

Casting Time: 1 standard action Range: Personal

Range: Medium (100 ft. + 10 ft. level) Target: You This spell reduces the sun’s light to

Effect: Abrasive dust spreads in 20-ft. Duration: 10 min./level a comfortable glow in a stationary

radius, 20 ft. high area, dropping the temperature by

Duration: 1 min./level Halo of sand creates a thin band of 20 degrees. Creatures inside the

Saving Throw: None or Reflex half; sand that swirls and twists around effect gain a one-step improvement

see text your body, helping to deflect incom- in protection against heat, are not

Spell Resistance: No ing attacks. The sand does not make subject to sunburn, and can begin to

it difficult for others to see you, but recover from sun glare and nonlethal

A thick haze of swirling dust and it grants a +1 deflection bonus to AC. damage due to heat (see Chapter 1).

sand swirls out from the point you This deflection bonus increases by Impede sun’s brilliance has no effect

designate. The effect obscures all 1 for every three caster levels above on light, daylight, sunburst, and similar

sight, including darkvision, beyond 3rd, to a maximum of +4 at caster magical light effects, and it offers no

5 feet. A creature within 5 feet has level 12th. protection from damage that crea-

concealment. Creatures farther away tures vulnerable to sunlight might
take from the sun.
have total concealment. Unprotected, HYDRATE

nonmagical flames are automatically Conjuration (Healing)

extinguished, and there is a 50% Level: Bard 2, cleric 2, druid 2, LOCATE WATER

chance that protected flames will paladin 2, ranger 2 Divination

be snuffed. Components: V, S Level: Cleric 1, druid 1, ranger 1,

In addition to obscuring sight, the Casting Time: 1 standard action sorcerer/wizard 1

swirling dust abrades any creature Range: Touch Components: V, S, F/DF

within it or attempting to move Target: Living creature touched Casting Time: 1 standard action

through it. Any creature passing Duration: Instantaneous Range: Long (400 ft. + 40 ft./level)

through the haze takes 1d4 points of Saving Throw: Will half; see text Area: Cone-shaped emanation

damage per two caster levels (maxi- Spell Resistance: Yes; see text Duration: Concentration, up to 10

mum 5d4), with no save allowed. If min./level

you conjure haboob so that it appears This spell allows you to create mois- Saving Throw: None

where creatures are located, each ture within the body of a living Spell Resistance: No 117

You sense the direction of a substan- You flash-dry a creature, killing it

tial body of water. The amount of MEPHIT MOB and preserving it in an instantaneous

information revealed depends on how Conjuration (Summoning) [see text] mummification process. A creature

long you search a particular area. Level: Bard 6, druid 6, Thirst 7 that makes a successful Fortitude

1st Round: Presence or absence Components: V, S saving throw instead takes 6d6 points

of water. Casting Time: 1 minute of dessication damage and is dehy-

2nd Round: Number of water Range: Medium (100 ft. + 10 ft./level) drated. If the damage kills the target,

sources in the area and the rough Effect: Two or more summoned it is still mummified.

size of the largest one present. creatures, no two of which can be Arcane Material Component: A strip

CHAPTER 5 3rd Round: The size (see below) and more than 30 ft. apart of salted cloth.

MAGIC location of each source of water. If a Duration: 10 min./level (D)

water source is outside your line of Saving Throw: None PARBOIL

sight, then you discern its direction Spell Resistance: No Evocation [Fire]

but not its exact location. Level: Cleric 5, sorcerer/wizard 4

Size: For the purpose of this spell, This spell summons 2d6 mephits Components: V, S, M/DF

the size categories of bodies of water of a kind you designate. These are Casting Time: 1 standard action

are as follows. average mephits, as described in Range: Close (25 ft. + 5 ft./2 levels)

Small: A small pond or pool (200 the Monster Manual and in Chapter Area: 20-ft.-radius spread

cubic feet or less) or a brook (5 feet 6 of this book. The mephits appear Duration: Instantaneous

across or smaller). where you choose and act immedi- Saving Throw: Fortitude partial;

Medium: A large pond or small lake ately, on your turn. They attack your see text

(up to 20,000 cubic feet) or a good- opponents to the best of their ability. Spell Resistance: Yes

sized stream (up to 30 feet across). If you can communicate with the

Large: A large lake (up to 10 million mephits, you can direct them not to You flash-heat the air in an area, boil-

cubic feet) or a broad river. attack, to attack particular enemies, ing the blood and baking the brains

Vast: An ocean or an inland sea. or to perform other actions. You can of creatures caught inside. The hot air

Creatures cannot be found by this dismiss them singly, or in groups, at deals 6d6 points of fire damage and

spell. The spell ignores small quanti- any time. 2d4 points of Intelligence damage.

ties of water, such as filled bottles and Summonedmephitscannotsummon Creatures that make successful For-

skins. The spell reveals nothing about or otherwise conjure another creature, titude saves take half fire damage and

the quality of the water or how easy nor can they use any teleportation or no Intelligence damage.

it is to reach. planar travel abilities. Mephits cannot Arcane Material Component: Water

The presence of fire or magma be summoned into an environment and a pinch of sulfur.

within the spell’s area blocks it. that cannot support them.

Arcane Focus: A forked hazel wand. When you use a summoning spell PARCHING TOUCH

MANTLE OF THE to summon an air, earth, fire, or water Necromancy
FIERY SPIRIT creature, it is a spell of that type. For Level: Sorcerer/wizard 1, Thirst 1
example, mephit mob is an earth spell Components: V, S

Transmutation when you cast it to summon salt Casting Time: 1 standard action

Level: Cleric 9, druid 8 mephits. Range: Touch

Components: V, S, M, XP Target: Living creature or creatures
touched (up to one/level)
Casting Time: 1 standard action MUMMIFY

Range: Touch Necromancy Duration: Instantaneous

Target: Creature touched Level: Cleric 6, druid 6, sorcerer/ Saving Throw: Fortitude partial;

Duration: Instantaneous wizard 6 see text

Saving Throw: Will negates Components: V, S, M/DF Spell Resistance: Yes

(harmless) Casting Time: 1 standard action

Spell Resistance: Yes (harmless) Range: Touch Your hand glows with a dull, ruby light,

Target: One living creature and your touch drains moisture from

Mantle of the fiery spirit permanently Duration: Instantaneous the body of a living creature, dealing

grants the target the fire subtype. Saving Throw: Fortitude partial; 1d6 points of dessication damage. A

Material Component: A burning lump see text plant or elemental of the water subtype

of coal and a fire opal worth 5,000 gp. Spell Resistance: Yes instead takes 1d8 points of dessication

118 XP Cost: 2,000 XP. damage. A touched creature also takes

1 point of Constitution damage and is mind-affecting spells and abilities. bonus on all Hide checks and you CHAPTER 5
dehydrated unless it makes a successful While in sandform, you don’t experi- have concealment.
Fortitude saving throw. You can use ence the environmental effects of MAGIC
this melee touch attack up to once per heat or dehydration, but you can still Upon death, you revert to your
caster level. take fire or dessication damage. You original form.
become blind, but you gain blindsight
PROTECTION FROM out to 60 feet. Your base attack bonus, Material Component: A handful of
DESSICATION base saves, alignment, level, class, hit sand taken from an elemental with
points, type (and subtype), extraor- the earth subtype.
Abjuration dinary abilities, spells, and spell-like
Level: Cleric 3, druid 2, ranger 2, abilities remain unchanged, but your SANDSTORM
supernatural abilities are suppressed
sorcerer/wizard 3, Summer 3 in sandform. You can cast spells for Conjuration (Creation) [Air, Earth]
Components: V, S, DF which you have components. Level: Druid 6
Casting Time: 1 standard action
Range: Touch The new form can be disorienting. Components: V, S
Target: Living creature touched Any time you are in a demanding Casting Time: 1 standard action
Duration: 10 min./level or until situation (such as combat), you must Range: 40 ft./level
succeed on a DC 19 Will save or take Area: 40 ft./level radius cylinder 40
discharged a –2 penalty on all attack rolls, saves,
Saving Throw: Fortitude negates skill checks, and ability checks until ft. high
the situation passes. Duration: 10 min./level
(harmless) Saving Throw: Fortitude negates
Spell Resistance: Yes (harmless) While in sandform, you have a base Spell Resistance: No
land speed of 20 feet. You can pass
The warded creature gains temporary through openings as small as a quarter You create a duststorm or sandstorm.
immunity to dehydration of any kind. of an inch in diameter, although pass- Sandstorm uses the parameters of con-
While protected by the spell, the ing through a space two or more size trol winds (see page 214 of the Player’s
subject cannot become dehydrated categories smaller than yours takes Handbook), differing from that spell as
even if it takes dessication damage. a full-round action. You also gain a shown above and as follows. A spell-
Once the spell has prevented a total natural attack—an abrasive slam with caster who knows sandstorm need
of 10 points of damage from dehydra- a gritty pseudopod that grants 5 addi- not be in an area of exposed, sandy
tion per caster level (maximum 100 tional feet of reach. A successful hit soil to create the effects described
points), whether that damage is des- deals bludgeoning damage according below—this spell conjures both sand
sication damage or nonlethal damage, to your size: and wind.
it is discharged.
Caster Size Slam Damage Duststorm Strength: For every three
SANDFORM Fine — caster levels, you can increase or
Diminutive 1 decrease wind strength by one level.
Transmutation Tiny 1d4 Wind speeds of less than severe are
Level: Druid 4, sorcerer/wizard 4 Small 1d6 insufficient to carry suspended sand.
Components: V, S, M Medium 1d8 (Wind strength and related dust-
Casting Time: 1 standard action Large 2d6 storm effects are briefly summarized
Range: Personal Huge 3d6 below, with more detail found on
Target: You Gargantuan 4d6 page 16.) Each round on your turn,
Duration: 1 min./level (D) Colossal 5d6 creatures in the area must make
Fortitude saves or suffer the effects
This spell transforms your body, along The number of times you can attack of being in the wind, as well as the 119
with all equipment worn or carried, with this pseudopod each round effects of suspended grit.
into living sand. You take the form is determined by your base attack
of an ooze, and you gain immunity bonus, and you apply 1-1/2 times your A severe wind (31+ mph) causes
to poison, sleep effects, paralysis, Strength bonus on damage as though minor ship and building damage, and
polymorphing, and stunning for the attacking with a two-handed weapon. creates a duststorm with fine grains of
duration of the spell. You are not However, you cannot wield weapons sand that reduces visibility, smothers
subject to extra damage from critical while in sandform. unprotected flames, and even chokes
hits or flanking. Since, unlike an ooze, protected flames.
you are not mindless and retain your In sandy terrain, you gain a burrow
Intelligence, Wisdom, and Charisma speed equal to your base land speed. A windstorm (51+ mph) drives
scores, you can still be affected by You also gain a +10 circumstance most flying creatures from the skies,
uproots small trees, knocks down
light wooden structures, tears off
roofs, and endangers ships. Wind of

this speed creates a sandstorm that cools. It eventually dries into soil, as the subject’s hit points is considered

badly reduces visibility and deals per transmute rock to mud. lethal damage. In addition, the sub-

1d3 points of nonlethal damage Arcane Material Component: A pinch ject is dazzled (as if by sun glare),

each round to anyone caught out of a mixture of clay, sulfur, and water. dehydrated, and sunburned (see

in the open. Chapter 1). Protection from heat and

Hurricane force winds (75+ mph) SCIMITAR OF SAND exposure (such as keepcool salve or a

destroy wooden buildings, sometimes Evocation [Earth] hydration suit; see Chapter 4) helps

uproot even large trees, and cause Level: Druid 2, sorcerer/wizard 2 mitigate these effects, providing the

most ships to founder. Wind of this Components: V, S, M/DF target with a +4 bonus on the Forti-

CHAPTER 5 speed creates a flensing sandstorm Casting Time: 1 standard action tude save. A creature wearing heavy

MAGIC that severely reduces visibility and Range: 0 ft. clothing or armor takes a –4 penalty

deals 1d3 points of lethal damage Effect: Scimitar of grinding sand on the Fortitude saving throw, but is

each round to anyone caught out in Duration: 1 min./level (D) not sunburned. Those that succeed

the open. Saving Throw: Fortitude partial on their Fortitude saves take half

A tornado (175+ mph) destroys Spell Resistance: Yes damage, are dehydrated, and are

all nonfortified buildings and often dazzled for 1d4+1 rounds.

uproots large trees. Tornado-force sand- A curved, 3-foot-long blade of sand Arcane Material Component: A shard

storms are of the flensing variety. springs forth from your hand, of thick glass.

SCALDING MUD screaming and churning like a caged

sandstorm. Attacks with a scimitar SKIN OF THE CACTUS

Transmutation [Earth, Fire] of sand are melee touch attacks. The Abjuration

Level: Druid 6, sorcerer/wizard 6 blade deals 1d6 points of damage, +1 Level: Druid 4, ranger 3, Summer 4

Components: V, S, M/DF point per two caster levels (maximum Components: V, S, M

Casting Time: 1 standard action +10). The blade is not solid, so your Casting Time: 1 standard action

Range: Medium (100 ft. + 10 ft./level) Strength modifier does not apply to Range: Touch

Duration: Permanent; see text the damage. You can use a scimitar of Target: Living creature touched

Saving Throw: See text sand without penalty even if you lack Duration: 10 min./level

Spell Resistance: No proficiency with a normal scimitar. Saving Throw: None

In addition to being dealt damage, Spell Resistance: Yes (harmless)

This spell functions as transmute rock a creature struck by your weapon

to mud (see page 295 of the Player’s must succeed on a Fortitude save or This spell grants a living creature the

Handbook), except that it can be become dehydrated. toughness, resilience, and needles

cast on sand, earth, and unworked, Arcane Material Component: A pinch of a cactus. The effect grants a +3

nonmagical rock (within the normal of sand, salt, and iron filings. enhancement bonus to the creature’s

restrictions for transmute rock to mud), existing natural armor bonus. This
enhancement bonus increases to +4
and the mud created is boiling hot. SEARING EXPOSURE

Creatures mired in the hot mud take Evocation [Fire, Light] at caster level 10th and to a maximum

5d6 points of fire damage per round, Level: Druid 4, sorcerer/wizard 4 of +5 at caster level 13th.

while those completely submerged Components: V, S, M/DF In addition to the enhancement

in the sludge take 10d6 points of fire Casting Time: 1 standard action bonus, skin of the cactus causes the

damage per round. Creatures atop Range: Medium (100 ft. + 10 ft./level) subject to grow needles from its skin,

the mud (such as those standing on Target: One living creature clothing, or armor. Any creature grap-

straw) take 1d6 points of fire damage Duration: Instantaneous pling the subject or striking it with

each round from hot steam. Damage Saving Throw: Fortitude partial; natural weapons takes 1d6 points of

from boiling mud continues for 1d3 see text piercing damage from the needles.

rounds after exposure ceases, but this Spell Resistance: Yes Finally, the subject of this spell is

additional damage is only 1d6 points protected from nonlethal damage due

of fire damage per round. You expose the target to the effect of to dehydration. Skin of the cactus pro-

The transmuted material cools after hours of exposure to severe heat and vides the subject with a +4 bonus on

a period of 1 round per caster level. the desert sun in only a moment. The saves to resist becoming dehydrated

The number of dice of damage the subject must make a Fortitude saving from heat or exposure, but it offers

mud deals is halved each round after throw or take 1d4 points of nonlethal no protection against dessication

this duration expires. The transmuted damage per caster level (maximum damage or spells that cause a target

120 rock remains as mud even after it 15d4). Nonlethal damage that exceeds to become dehydrated.

The enhancement bonus provided aid another action). Sleep mote has no Range: Personal

by skin of the cactus stacks with the effect on unconscious creatures. Target: You

target’s natural armor bonus, but not Arcane Material Component: A pinch Duration: 10 min./level (D)

with other enhancement bonuses to of fine sand and a live cricket.

natural armor. A creature without You meld your body and possessions

natural armor has an effective natural SLIPSAND into an accumulation of sand, dust,

armor bonus of +0, much as a charac- Transmutation ash, or even loose earth. The area must

ter wearing only normal clothing has Level: Druid 4, ranger 4 be large enough to accommodate your

an armor bonus of +0. Components: V, S, M body in all three dimensions. When

Material Component: A cactus spine. Casting Time: 1 standard action the casting is complete, you and not CHAPTER 5

Range: Close (25 ft. + 5 ft./2 levels) more than 100 pounds of nonliving MAGIC

SLEEP MOTE Area: One 10-ft.-cube region of gear merge with the sand. While in

Enchantment (Compulsion) [Mind- slipsand/level the sand, you remain aware of the

Affecting] Duration: Permanent passage of time, can cast spells on

Level: Druid 5, sorcerer/wizard 5 Saving Throw: See text yourself, and can still hear on the

Components: V, S, M/DF Spell Resistance: No surface above you, but you cannot see

Casting Time: 1 standard action or communicate.

Range: Medium (100 ft. + 10 ft./level) This spell turns an area of natural Since the substance you inhabit is

Effect: 5-ft.-diameter sphere sand into a pit of deadly slipsand (see an accumulation of many particles,

Duration: 1 round/level; see text page 25). Supernatural sandlike mate- it is difficult to damage the material

Saving Throw: Will partial rials, such as black sand or slumber (and you). If some creature were to

Spell Resistance: Yes sand, are not affected by the spell. shovel or otherwise remove sufficient

A creature unable to free itself from sand from the area so that you no

You create a dust devil composed of the slipsand immediately sinks to the longer fit within it, you are expelled

slumber-inducing particles. It flies at bottom and must hold its breath or and take 5d6 points of damage. Any

a speed of 30 feet per round (perfect begin to suffocate. time before the duration expires, you

maneuverability), and you can concen- If slipsand is cast on a structure of can step out of the sand (or become

trate on controlling its every movement fused sand or on a sandy foundation, physical while still partially or wholly

or specify a simple program. Directing it causes the affected part (or more) of within the sand). If the spell’s dura-

the vortex’s movement is a move action, the structure to collapse. If the spell is tion expires or the effect is dispelled

while changing its programmed move- cast on a building’s material, slipsand before you voluntarily exit, you are

ment is a standard action. If you don’t spreads out to fill the available space, violently expelled and take 5d6 points

move or program the vortex, it merely possibly burying those within its area. of damage.

stays at rest, spinning and howling. The collapsing structure is also danger- The following spells affect you if cast

The vortex dissipates if it exceeds the ous (see Cave-ins and Collapses, page 66 upon the sand you are occupying: Con-

spell’s range. of the Dungeon Master’s Guide). trol sand and move earth merely move

If the sleep mote enters a space Slipsand creates a magic trap that is you along with their effects. Transmute

with a creature, it stops moving difficult to detect. A character must sand to glass or transmute sand to stone

for the round and causes a magical succeed on a Survival check (DC expels you and slays you instantly

slumber to come upon any creature equals the save DC of the spell) to unlessyoumakeaDC18Fortitudesave,

whose space it completely engulfs notice a pit of slipsand. Running or in which case you are expelled and take

that fails a Will saving throw (thus, charging characters have no chance 5d6 points of damage.

creatures larger than Medium size to detect the trap. A rogue can find

have immunity to a sleep mote). Even the trap with a successful Search STORM MOTE

on a successful Will saving throw, check, but cannot disable it. The DC Evocation [Air, Earth]

affected creatures are sleepy, and is 25 + spell level, or 29 for slipsand. Level: Druid 3, sorcerer/wizard 3

take a –2 penalty on all Wisdom, Material Component: A pinch of Components: V, S, M/DF

Intelligence, and Charisma checks slipsand. Casting Time: 1 standard action

for the spell’s duration. Range: Medium (100 ft. + 10 ft./level)

Sleeping creatures are helpless. SOUL OF THE WASTE Effect: Cylinder (5-ft. radius, 10 ft.

Slapping or wounding awakens an Transmutation [Earth] high)

affected creature, but normal noise Level: Cleric 3, druid 3 Duration: 1 round/level

does not. Awakening a creature is a Components: V, S, DF Saving Throw: Fortitude half

standard action (an application of the Casting Time: 1 standard action Spell Resistance: Yes 121

You create a whirling vortex of sand. Components: V, S, DF cast the spell. All the creatures on
It flies at speed of 60 feet per round
(perfect maneuverability), and you Casting Time: 1 round the table are neutral unless other-
can concentrate on controlling its
every movement or specify a simple Range: Close (25 ft. + 5 ft./2 levels) wise noted.
program. Directing the vortex’s
movement is a move action, while Effect: One summoned creature SUMMON
changing its programmed movement Duration: 1 round/level (D) DESERT ALLY II
is a standard action. If you don’t move Saving Throw: None
or program the vortex, it merely stays
at rest, spinning and howling. The Spell Resistance: No Conjuration [Summoning]
vortex dissipates if it exceeds the
spell’s range. Level: Druid 2, ranger 2

If a storm mote enters a space with This spell summons a dustform Effect: One or more creatures, no
a creature, it stops moving for the
CHAPTER 5 round and deals 2d8 points of damage creature (see page 161). It appears two of which can be more than 30
to the creature. A successful Fortitude
MAGIC save reduces damage by half. where you designate and acts imme- ft. apart

Those outside the vortex have diately on your turn. It attacks your
concealment against those inside.
The vortex extinguishes all non- opponents to the best of its ability. This spell functions like summon desert
magical flame.
If you can communicate with the ally I, except that you can summon
Arcane Material Component: A pinch
of sand. creature, you can direct it not to one 2nd-level creature or 1d3 1st-level

SUMMON attack, to attack particular enemies, creatures of the same kind.
DESERT ALLY I
or to perform other actions.
Conjuration [Summoning]
Level: Druid 1, ranger 1 A summoned creature cannot SUMMON
summon or otherwise conjure another DESERT ALLY III

creature, nor can it use any teleporta- Conjuration [Summoning]

tion or planar travel abilities. Creatures Level: Druid 3, ranger 3

cannot be summoned into an environ- Effect: One or more creatures, no

ment that cannot support them. two of which can be more than 30

This spell conjures one of the ft. apart

creatures from the 1st-level list on

the accompanying Summon Desert This spell functions like summon

Ally table. You choose which kind desert ally I, except that you can

of creature to summon, and you can summon one 3rd-level creature, 1d3

change that choice each time you 2nd-level creatures of the same kind,

Summon Desert Ally 3rd Level 6th Level
Ashworm† Diprotodon†
1st Level Bat swarm Dire lion
Baboon Camel Giant stag beetle
Badger Cheetah Hippopotamus†
Dire rat Dire badger Megaraptor
Dog Dire bat Monstrous centipede, Gargantuan
Giant fire beetle Giant ant, soldier Monstrous spider, Huge
Hawk Monstrous centipede, Large Rhinoceros
Jackal† Snake, Large viper
Monstrous centipede, Medium 7th Level
Monstrous scorpion, Small 4th Level Elephant
Monstrous spider, Small Ankheg Formian, taskmaster
Owl Deinonychus Giant banded lizard†
Raven Dire jackal† Monstrous scorpion, Huge
Serval† Giant ant, queen
Snake, Small viper Giant eagle 8th Level
Giant owl Dire tortoise†
2nd Level Monstrous spider, Large Dunewinder†
Donkey Protoceratops† Monstrous centipede, Colossal
Eagle Monstrous spider, Gargantuan
Formian worker 5th Level Triceratops
Giant ant, worker Dire vulture† Tyrannosaurus
Hyena Formian, warrior
Monstrous scorpion, Medium Lion 9th Level
Monstrous spider, Medium Locust swarm Monstrous scorpion, Gargantuan
Riding dog Monstrous centipede, Huge Monstrous spider, Colossal
Snake, Medium viper Monstrous scorpion, Large † New monster described in Chapter 6.
Vulture† Snake, Huge viper

122

or 1d4+1 1st-level creatures of the This spell functions like summon save, it immediately becomes fatigued,

same kind. desert ally I, except that you can or exhausted if already fatigued. Since

SUMMON summon one 7th-level creature, 1d3 this spell causes heatstroke, the
DESERT ALLY IV 6th-level creatures of the same kind, damage and fatigue dealt can only be
or 1d4+1 lower-level creatures of the healed after that condition is treated

Conjuration [Summoning] same kind. properly (see page 13).

Level: Druid 4, ranger 4

Effect: One or more creatures, no SUMMON SURELIFE
two of which can be more than 30 DESERT ALLY VIII
Abjuration

ft. apart Conjuration [Summoning] Level: Repose 8 CHAPTER 5

Level: Druid 8 Components: V, S, M MAGIC

This spell functions like summon Effect: One or more creatures, no Casting Time: 1 round

desert ally I, except that you can two of which can be more than 30 Range: Personal

summon one 4th-level creature, 1d3 ft. apart Target: You

3rd-level creatures of the same kind, Duration: 1 min./level

or 1d4+1 lower-level creatures of the This spell functions like summon

same kind. desert ally I, except that you can This spell protects you against some

summon one 8th-level creature, 1d3 condition—such as being immersed

SUMMON 7th-level creatures of the same kind, in boiling oil or buried under an
DESERT ALLY V or 1d4+1 lower-level creatures of the avalanche—that would ordinarily

Conjuration [Summoning] same kind. cause certain death. You can protect

Level: Druid 5 yourself only against a natural occur-

Effect: One or more creatures, no SUMMON rence or nonmagical condition, not

two of which can be more than 30 DESERT ALLY IX against a spell or the action of a crea-

ft. apart Conjuration [Summoning] ture (such as the breath of a dragon

Level: Druid 9, Sand 9 or the swords of a group of bandits).

This spell functions like summon Effect: One or more creatures, no At the time of the casting, you must

desert ally I, except that you can two of which can be more than 30 specify the condition against which

summon one 5th-level creature, 1d3 ft. apart you wish to protect yourself, and the

4th-level creatures of the same kind, spell is effective against only that

or 1d4+1 lower-level creatures of the This spell functions like summon condition. Should you be subjected to

same kind. desert ally I, except that you can that condition during the duration of

summon one 9th-level creature, 1d3 the spell, you feel no discomfort and

SUMMON 8th-level creatures of the same kind, take no damage from the condition,
DESERT ALLY VI or 1d4+1 lower-level creatures of the though the spell does not protect

Conjuration [Summoning] same kind. any items you carry. If you are still

Level: Druid 6 subject to the condition at the end of
the spell’s duration, you experience
Effect: One or more creatures, no SUNSTROKE

two of which can be more than 30 Necromancy its full normal effects.

ft. apart Level: Druid 1, sorcerer/wizard 1, Material Component: An ointment

Summer 2 of peach syrup and cinnabar.

This spell functions like summon desert Components: V, S SYMBOL OF THIRST
ally I, except that you can summon one Casting Time: 1 standard action

6th-levelcreature,1d35th-levelcreatures Range: Close (25 ft. + 5 ft./2 levels) Enchantment (Compulsion) [Mind-

of the same kind, or 1d4+1 lower-level Target: One living creature Affecting]

creatures of the same kind. Duration: Instantaneous Level: Cleric 6, sorcerer/wizard 6,

Saving Throw: Fortitude partial; Thirst 6

SUMMON see text Components: V, S, M

DESERT ALLY VII Spell Resistance: Yes Casting Time: 10 minutes

Conjuration [Summoning] Range: 0 ft.; see text

Level: Druid 7 You cause a living creature to experi- Target: One symbol

Effect: One or more creatures, no ence the effects of heatstroke. The Duration: See text

two of which can be more than 30 target takes 2d6 points of nonlethal Saving Throw: Will negates

ft. apart damage. If the target fails a Fortitude Spell Resistance: Yes 123

This spell functions like symbol of Components: V, S, M/DF

death (see page 289 of the Player’s TRANSCRIBE SYMBOL Casting Time: 1 standard action

Handbook), except that all creatures Abjuration Range: Medium (100 ft. + 10 ft./level)

within 60 feet of a symbol of thirst Level: Rune 8, sorcerer/wizard 8 Area: Up to two 10-ft. cubes/level (S)

are consumed by a terrible sense Components: V, S, F Duration: Permanent

of thirst (as the tormenting thirst Casting Time: 1 standard action Saving Throw: See text

spell; see below) for 10 minutes per Range: Touch Spell Resistance: No

caster level. Target: Magic symbol touched

Note: Magic traps, such as symbol of Duration: 10 minutes or until dis- This spell transforms a mass of

CHAPTER 5 thirst, are hard to detect and disable. A charged normal sand of any depth into solid

MAGIC rogue (only) can use the Search skill Saving Throw: None glass permanently. Any creature in

to find a symbol of thirst and Disable Spell Resistance: No the sand is allowed a Reflex save to

Device to thwart it. The DC in each escape before the area is hardened

case is 25 + spell level, or 32 for symbol You place a protective spell upon to glass. Creatures unable to escape

of thirst. your hand that allows you to touch the area become trapped and must

Material Component: Mercury and an untriggered magic sigil (such be broken out. A creature so caught

phosphorus, plus powdered diamond as a glyph of warding or symbol of can break free by making a Strength

and opal with a total value of at least death), and even move it, without check to break the glass or by deal-

5,000 gp. triggering it. To pick up the symbol ing damage to the glass. Glass has

TORMENTING THIRST in this manner, you must make a hardness 1, 1 hit point per inch of
successful caster level check (DC thickness, and a break DC of 12, +1

Enchantment (Compulsion) [Mind- 20 + spell level). Failure indicates per inch of thickness. A creature

Affecting] that you trigger the magic sigil. If partially caught in the glass takes a

Level: Bard 3, sorcerer/wizard 3, the check is successful, you transfer –2 penalty on attack rolls and a –4

Thirst 3 the sigil to your hand. You can then penalty to Dexterity, and is unable

Components: V, S use a standard action to place it to move. When breaking glass, a crea-

Casting Time: 1 standard action upon a surface of the sort on which ture takes 1d6 points of damage each

Range: Close (25 ft. + 5 ft./2 levels) it can normally be inscribed. The time it makes a successful Strength

Target: One living creature transferred sigil works normally check to break free. If broken free

Duration: 1 round/level thereafter and retains its original by others, the creature takes 1d6

Saving Throw: Will negates triggering conditions, although its points of damage from broken glass.

Spell Resistance: Yes new location might make those A creature trapped beneath the

conditions difficult or impossible surface of the glass may begin to suf-

This spell fills the subject with a to achieve. focate (see page 304 of the Dungeon

terrible sense of thirst. Desperate You can maintain the magic sigil on Master’s Guide).

and unable to focus on any other your hand as long as you concentrate, Arcane Material Component: A mix-

goal, it must drink as deeply as it up to the duration of the spell. If your ture of crushed glass and sand.

can. The affected creature runs to concentration lapses or the spell

the nearest body of water in sight, duration expires while the sigil is TRANSMUTE
grabs and empties the closest con- stored, it immediately triggers upon SAND TO STONE

tainer of water or liquor (even those you (and only you), even if you would Transmutation [Earth]

carried by allies), or runs toward normally not meet its trigger condi- Level: Druid 5, sorcerer/wizard 5

the nearest known source of water. tions. The effect has the same saving Components: V, S, M/DF

No matter how much the subject throw and spell resistance aspects as Casting Time: 1 standard action

drinks, the sensation of thirst is the original sigil did. The only safe Range: Medium (100 ft. + 10 ft./level)

not quenched. way to rid yourself of a stored sigil is Area: Up to two 10-ft. cubes/level (S)

If denied the opportunity to quench to place it upon a suitable surface. Duration: Permanent

its thirst, an affected creature flies Focus: A piece of slate that is smooth Saving Throw: See text

into a rage similar to the barbarian on one side. Spell Resistance: No

class feature (see page 25 of the Player’s This spell transforms a mass of sand
of any depth into solid stone per-
Handbook). The subject attacks friend TRANSMUTE
and foe alike in its quest to find SAND TO GLASS

water, though not necessarily with Transmutation [Earth] manently. Any creature in the sand

124 lethal force. Level: Druid 5, sorcerer/wizard 5 is allowed a Reflex save to escape

before the area is hardened to stone. reach deep enough to undermine Saving Throw: See text
Spell Resistance: No
If the creature fails its save, it is such buildings’ foundations. How-
This spell transforms normal sand of
entangled and can’t move. It is not ever, small buildings or structures any depth into crude glass. The sand
is instantly heated to the melting
considered helpless, however, and often rest upon foundations shallow point and then slowly hardens in its
new form. Objects on or in the sand
it can break out by damaging the enough to be damaged or even par- sink into the hot glass. A creature is
allowed a Reflex save to escape before
stone. Stone has hardness 8 and 15 tially toppled by this spell. the area is changed. A creature that
fails its save and that is unable to
hit points per inch of thickness. The The sand remains until a successful levitate, fly, or otherwise free itself
sinks partway into the molten glass,
creature can also make a Strength dispel magic or transmute sand to stone reducing its speed to 5 feet and giving
it a –2 penalty on attack rolls and to
check to break free. The break DC spell restores its substance—though AC. Creatures of the earth subtype
can move only 10 feet per round
is 20, +2 per inch of thickness of not necessarily its form. slower in molten glass. If a creature CHAPTER 5
is only partially in the area (such as a
the stone. Arcane Material Component: Sand- Large or larger creature on the edge MAGIC
of the effect), it still takes full damage,
Transmute sand to stone counters and stone and granite. but its speed is reduced only by half
(instead of to 5 feet).
dispels transmute stone to sand.
A creature caught in molten glass
Arcane Material Component: Sand, UNEARTHLY HEAT takes 10d6 points of fire damage
on the first round. The transmuted
dirt, and water. Transmutation material cools over a period of 10
rounds. Each round, the number
TRANSMUTE Level: Sorcerer/wizard 5, Summer 5 of dice of damage the cooling glass
Components: V, S deals is reduced by one, until it
deals no damage. The glass is solid
STONE TO SAND Casting Time: 1 standard action enough to trap creatures by the
sixth round.
Transmutation [Earth] Range: Touch
Creatures unable to escape the glass
Level: Druid 5, sorcerer/wizard 5 Target: Living creature touched before it hardens become trapped
and must be broken out. A creature
Components: V, S, M/DF Duration: 1 round/level so caught can break free by making
a Strength check to break the glass
Casting Time: 1 standard action Saving Throw: Fortitude negates; or by dealing damage to the glass.
Glass has hardness 1, 1 hit point
Range: Medium (100 ft. + 10 ft./level) see text per inch of thickness, and a break
DC of 12, + 1 per inch of thickness.
Area: Up to two 10-ft. cubes/level (S) Spell Resistance: Yes A creature partially caught in the
glass takes a –2 penalty on attack
Duration: Permanent rolls, a –4 penalty to Dexterity, and
is unable to move. When breaking
Saving Throw: See text Your touch raises the effective body glass, a creature takes 1d6 points
of damage each time it makes a
Spell Resistance: No temperature of the target as though successful Strength check to break
free. If broken free by others, the
it were exposed to unearthly heat. creature takes 1d6 points of damage
from broken glass. A creature trapped
This spell turns natural, uncut, or Each round, the subject takes beneath the surface of the glass might

unworked stone of any sort into an 1d6 points of lethal damage and

equal volume of sand. If the spell is 1d4 points of nonlethal damage.

cast upon a boulder, for example, the A creature can make a Fortitude

boulder collapses into a heap of sand. save each round for the spell’s

Magical stone is not affected by this duration to negate the damage. A

spell. The depth of the sand created creature that takes damage from

cannot exceed 10 feet. the spell is fatigued (or exhausted

If transmute stone to sand is cast if it is already fatigued). Partially

upon the ceiling of a cavern or protected creatures can reduce the

tunnel, the sand falls to the floor effects and make Fortitude saves

and scatters in a pile 5 feet deep. For to avoid damage and fatigue each

example, a 10th-level caster could round (see Protection against Heat,

convert twenty 10-foot cubes into page 14). A creature wearing heavy

sand. Piling on the floor, this sand clothing or armor takes a –4 penalty

would cover an area of forty 10-foot on its save.

squares to a depth of 5 feet. The fall-

ing sand and the ensuing cave-in deal VITRIFY

8d6 points of bludgeoning damage to Transmutation [Earth]

anyone caught directly beneath the Level: Sand 7, sorcerer/wizard 7

area, or half damage to those who Components: V, S, M/DF

succeed on Reflex saves. Casting Time: 1 standard action

Castles and large stone buildings Range: Medium (100 ft. + 10 ft./level)

generally have immunity to this Area: Up to one 10-ft. cube/5 levels

spell, since transmute stone to sand (S)

can’t affect worked stone and doesn’t Duration: Permanent 125

CHAPTER 5 begin to suffocate (see page 304 of the melting the rock at the point of con- enclose creatures, but they can avoid
Dungeon Master’s Guide). nection to form a smooth bond. The this with successful Reflex saves.
MAGIC wall can seal off a passage or breach,
Arcane Material Component: A small but the intense heat causes flammable The wall sends forth waves of heat,
Illus. by R. Spencer glass marble. materials in contact with the wall of dealing 2d6 points of fire damage
magma to catch fire instantly. A wall to creatures within 10 feet and 1d6
WALL OF MAGMA of magma is 1 inch thick per four points of fire damage to those past 10
caster levels. You can double the feet but within 20 feet. Unlike a wall
Conjuration (Creation) [Earth, Fire] wall’s area by halving its thickness. of fire, both sides of a wall of magma
Level: Cleric 5, druid 6, sorcerer/ The wall cannot be conjured so that it radiate heat. Since it is molten, the
occupies the same space as a creature wall cannot be broken as such, but
wizard 5 or another object. an object or creature could force
Components: V, S, M/DF its way through. It costs 4 squares
Casting Time: 1 standard action You can shape a wall of magma into of movement to move through a
Range: Medium (100 ft. + 10 ft./level) sheets and curves, but the molten wall square containing a wall of magma,
Effect: Wall of molten stone whose cannot form domes or unsupported but creatures of the earth subtype
horizontal surfaces more than 5 feet can pass through the wall at normal
area is up to one 5-ft. square/level across. The wall need not be vertical speed. A wall of magma deals 5d6
(S) but must rest upon a firm foundation; points of fire damage +1 point of fire
Duration: 1 min./level it must merge with and be solidly damage per caster level (maximum
Saving Throw: See text supported by existing stone. The +20) to creatures passing through it,
Spell Resistance: Yes wall cannot hold complex forms the same amount each round to any
creature within it, and 2d6 points of
This spell creates a wall of thick such as crenellations. It is possible fire damage per round for 1d3 rounds
magma that glows with a (though difficult) to form after a creature leaves the area of
dull red heat. It merges into the wall into a ring to the wall. It deals double damage to
adjoining rock undead and creatures with the water
surfaces,
subtype.
The wall
can be destroyed
normally by a dis-
integrate spell. If any
5-foot section of
the wall takes
40 points

of cold

Vitrify

126

damage or more in a round, that bridge a chasm or as a ramp. If such The wall cannot be conjured so that it
occupies the same space as a creature
section hardens into normal stone a span is more than 20 feet long, the or another object.

(hardness 8, 15 hit points per inch wall must be arched and buttressed, No form of physical attack can
harm a wall of sand directly, but each
of thickness), which can then be reducing the spell’s area by half. For 10-foot section has 2 hit points per
inch of thickness for determining
chipped or broken as normal (DC 20 example, a 10th-level caster could whether an attack passes through
it. The wall reduces damage dealt
Strength check, +2 per inch of thick- create a salt span with a surface area by attacks that pass through it. It
essentially absorbs damage, so attacks
ness). Do not divide cold damage by of five 5-foot squares. The wall can be must deal more damage than the
wall has hit points to have any effect
four, as normal for objects. Casting crudely shaped to allow crenellations, on a target on the other side of the
wall of sand. Breaches in the wall
create water on the surface of a wall of battlements, and so forth, by likewise close immediately after the attack
that made them passes through.
magma creates a cloud of steamy fog reducing the area. The sand blocks line of effect for CHAPTER 5
any fire spell. Creatures on the
that fills a cube with the dimensions The wall can be destroyed nor- opposite side of the wall from an MAGIC
attack’s origin have total conceal-
of the length of wall affected. The fog mally by a disintegrate spell or by ment against that attack.

dissipates after 10 minutes. Only the chipping and breaking. Each 5-foot Moving through a wall of sand
requires a Strength check (DC 10
surface of the stone hardens; the wall square of the wall has 3 hit points + 1 per inch of thickness). Those
who fail must stop in the space from
is not cooled completely. per inch and hardness 2. A section which they attempted to enter the
wall. Any creature that attempts to
Wall of magma can be made per- of wall whose hit points drop to 0 is pass through a wall of sand must also
make a Fortitude save or be blinded
manent with a permanency spell. A breached. If a creature tries to break for 1d4+1 rounds. (Creatures without
eyes are not subject to this effect.) A
permanent wall of magma that is through the wall with a single attack, creature passing through the roiling
wall does not leave a usable breach
chilled by cold damage stays solid the DC for the Strength check is 15 for others. All nonmagical flames are
extinguished if carried through a wall
for 10 minutes, then returns to its + 1 per inch of thickness. Directing of sand.

molten state. a constant blast of water at a wall of The spells control sand and move
earth can breach and hold open a
Arcane Material Component: A small salt (for example, a geyser from a break in a wall of sand.

piece of pumice, obsidian, or other decanter of endless water) dissolves the It is possible, but difficult, to trap
mobile opponents within a wall of
volcanic rock. mineral, dealing 10 points of damage sand, provided the wall is shaped so
it can hold the creatures. Creatures
WALL OF SALT per minute (which hardness does can avoid entrapment with successful
not reduce). Reflex saves.

Conjuration (Creation) [Earth] It is possible, but difficult, to trap A wall of sand is treated like normal
sand for the duration of the spell,
Level: Cleric 4, druid 4, sorcerer/ mobile opponents within or under a so it can be affected by any spell
or effect that affects sand, such as
wizard 4 wall of salt, provided the wall is shaped transmute sand to stone or transmute
sand to glass. The wall still lasts only
Components: V, S, M/DF so it can hold the creatures. Creatures for its normal duration, even if its
consistency changes.
Casting Time: 1 standard action can avoid entrapment with successful

Range: Medium (100 ft. + 10 ft./level) Reflex saves.

Effect: Salt wall whose area is up to Arcane Material Component: A crys-

one 5-ft. square/level (S) tal of rock salt.

Duration: Instantaneous WALL OF SAND
Saving Throw: See text

Spell Resistance: No Conjuration (Creation) [Earth]

Level: Cleric 4, druid 4, sorcerer/

This spell creates a gleaming wall of wizard 4

salt crystal that merges into adjoining Components: V, S, M/DF

rock surfaces. The wall can seal off a Casting Time: 1 standard action

passage or breach, or be used to con- Range: Close (25 ft. + 5 ft./2 levels)

struct new walls. A wall of salt is 1 inch Effect: Sand wall whose area is up to

thick per caster level. You can double one 10-ft. square/level (S)

the wall’s area by halving its thick- Duration: 1 min./level (D)

ness. The wall cannot be conjured Saving Throw: See text

so that it occupies the same space as Spell Resistance: No

a creature or another object.

You can form a wall of salt into You cause a flat, vertical wall of

nearly any shape desired. The wall churning sand to spring up. The

need not be vertical, nor rest upon wall is 1 inch thick per caster level

any firm foundation; however, it must and covers up to a 10-foot square area

merge with and be solidly supported per caster level. You can double the

by existing stone. It can be used to wall’s area by halving its thickness. 127

A wall of sand can be made perma- those on the other side unless the Sand, ash, or dust serves as a conduit

nent with a permanency spell. creature making the attack is under for your conversation with other

Arcane Material Component: A hand- the effect of freedom of movement. creatures in far-removed locales.

ful of sand. If any 5-foot section of water takes You fix in your mind the identity of

20 or more points of fire damage in a the creatures with whom you wish

WALL OF WATER single round, that section evaporates to communicate (you must know,

Conjuration (Creation) [Water] into steamy fog that lasts for 1 minute. have met, or know the name of the

Level: Cleric 4, druid 4, sorcerer/ If any 5-foot section of wall takes 20 targets), and then speak. You know

wizard 4 or more points of cold damage in immediately which of the targets can

CHAPTER 5 Components: V, S, M/DF 1 round, that length freezes for 10 respond, if any—if the targets pos-

MAGIC Casting Time: 1 standard action minutes. Treat a frozen section as a sess the appropriate sandy focus (see

Range: Close (25 ft. + 5 ft./2 levels) wall of ice instead. In either instance, below), or if the targets are located in

Effect: Wall of water 1 ft. thick whose do not divide damage by four, as is areas of sand, dust, or ash, the spell

area is up to one 10-ft. square/level normal for objects. functions; if not, it immediately

(S) Control water can open and hold ends. Barriers and distance are not

Duration: 1 round/level (D) open a breach in a wall of water, so a factor, as long as both you and the

Saving Throw: None long as that spell can affect enough targets have the appropriate focus

Spell Resistance: No of the wall. and are on the same plane. If contact

A wall of water can be made perma- is achieved, the sand whispers your

You cause a vertical wall of swirling nent with a permanency spell. messages back and forth for the

water to appear. You can double the Arcane Material Component: A vial duration of the spell, no matter your

area of the wall’s effect by halving of water. distance from each other, gleaning a

its thickness. message from a sound akin to wind

Any creature attempting to pass WASTE STRIDER on sand. The spell does not transcend

through a square occupied by a wall Transmutation language barriers.

of water must make a Swim check Level: Druid 1, ranger 1, Sand 1 Focus: At least 1 pound of sand, dust,

(DC 14 + your spellcasting ability Components: V, S, DF or ash.

modifier) or become trapped in the Casting Time: 1 standard action

water, unable to move. A creature Range: Touch WITHER

trapped in this fashion can attempt Targets: One touched creature/level Necromancy

another Swim check each round and Duration: 1 hour/level (D) Level: Sorcerer/wizard 4

might drown (see Drowning, page Saving Throw: Will negates Components: V, S, M

304 of the Dungeon Master’s Guide). (harmless) Casting Time: 1 standard action

If you conjure the wall so that it Spell Resistance: Yes (harmless) Range: Medium (100 ft. + 10 ft./level)

appears where creatures are, each Target: One living creature

creature must make a Swim check The subject can move through desert Duration: Instantaneous

or become trapped; those that suc- environments without hindrance, Saving Throw: Fortitude partial

ceed can choose on which side they ignoring movement penalties and Spell Resistance: Yes

wish to emerge from the water. Any penalties on skill checks for all types

nonmagical flame is extinguished if of desert and waste terrain. This spell This spell drains moisture from

carried through a wall of water. does not grant a subject immunity the body of a living creature. The

Few forms of physical attack can to other ill effects of waste environ- target takes 1d6 points of dessication

harm a wall of water directly. Thrown ments, such as heat and sun. damage per caster level (maximum

weapons are ineffective through it, 10d6) and is dehydrated (see page

and attacks with other ranged weap- WHISPERING SAND 15). A creature that makes a suc-

ons are made with a –2 penalty for Transmutation [Language-Dependent] cessful Fortitude save takes half

every 5 feet of wall through which Level: Druid 3, sorcerer/wizard 3 damage and is not dehydrated. A

they must pass (in addition to normal Components: V, S, F plant or elemental of the water

range penalties; minimum penalty Casting Time: 1 standard action subtype instead takes 1d8 points of

–2). A breach in the wall closes imme- Range: See text dessication damage per caster level

diately after the attack that made it Target: One creature/level (maximum 15d8).

goes through. The water blocks line of Duration: 10 min./level (D) Material Component: A pinch of

effect for any fire spell. Creatures on Saving Throw: None powdered bone.

128 one side of the wall have cover against Spell Resistance: No

PSIONIC POWERS A wraithlike, glowing scimitar EPIC SPELLS
shaped from your psychic might
The following powers supplement
those described in the Expanded materializes and moves as you desire, Epic-level characters can choose spells
Psionics Handbook.
allowing you to attack enemies or from among those presented below.
INCONSTANT
LOCATION deliver low-level touch powers at

Psychoportation (Teleportation) a distance. Upon manifesting the BEAST OF A
Level: Psion/wilder 6, psychic power, you lose 2 Intelligence points THOUSAND LEGS

warrior 6, that return when the power ends Evocation
Display: Visual; see text
Manifesting Time: 1 standard action (even if it is negated), but not if the Spellcraft DC: 132
Range: Personal
Target: You scimitar is destroyed. In this latter Components: V, S, XP CHAPTER 5
Duration: 1 minute
Power Points: 11 case, treat the lost Intelligence points Casting Time: 10 minutes MAGIC

You transport yourself around the as ability damage. Range: 0 ft.
battlefield, making it hard for your
enemies to pin you down. At the You can use a psychic scimitar to Area: 2-mile-radius emanation
beginning of your turn, as a swift
action, you can teleport yourself to attack enemies at a distance. Attacks Duration: 20 hours
any other space to which you have
line of sight, so long as that space is with a psychic scimitar are melee Saving Throw: None (see text)
no farther than you could move in
normal move action. (A swift action touch attacks that deal 1d6 points of Spell Resistance: No
is a type of free action that you can
take only once per round, on your damage. Since the blade is immate- To Develop: 1,152,000 gp; 24 days;
turn.) You can bring along objects as
long as their weight doesn’t exceed rial, your Strength modifier does 46,080 XP. Seed: energy (weather)
your maximum load. This transport is
instantaneous and does not provoke not apply to the damage even if you (DC 25). Factors: produce multiple
attacks of opportunity. Once you
teleport, you can take your actions for wield the blade in your hand. If you tornados (ad hoc ×10 DC). Mitigat-
the round normally. You do not have
to adjust your location each round, wield the scimitar in your hand, you ing factors: burn 10,000 XP (–100
but the duration counts down just
the same. are treated as proficient even if you DC), increase casting time by 9

Augment: For every additional ordinarily lack proficiency with the minutes (–18 DC).
power point you spend, the duration of
this power is extended for 1 round. scimitar. Other creatures cannot

PSYCHIC SCIMITAR wield a psychic scimitar. The power You manipulate the atmosphere to

Psychometabolism gives you a +2 bonus on your melee create a terrible, roiling storm from
Level: Psion/wilder 2
Display: Visual; see text touch attack roll, and attacking with which tornados sprout randomly and
Manifesting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level) a psychic scimitar counts normally as writhe across the land. The storm
Effect: One psychic blade
Duration: 1 min./level (D) an attack. A psychic scimitar always forms over the course of 10 minutes
Saving Throw: None
Power Resistance: No strikes from your direction. The blade after the spell is cast. At any time,
Power Points: 3
cannot flank targets as a creature ten tornados are active in the storm,

can. The blade is incorporeal and and each tornado is 150 feet across.

thus cannot be harmed by normal A particular tornado touches the

weapons. It has improved evasion ground for 1d6×10 minutes; when

(half damage on a failed Reflex save this duration expires, another tor-

and no damage on a successful save), nado appears at a random location

your save bonuses, and a base AC elsewhere within the storm. See page

of 22. Your Intelligence modifier 95 of the Dungeon Master’s Guide for

applies to the blade’s AC as if it were details on the effects of tornado-

the scimitar’s Dexterity modifier. A force winds.

psychic scimitar has 4 hit points. XP Cost: 10,000 XP.

Alternatively, any power of 4th

level or lower with a range of touch DIRE DROUGHT

that you manifest can be delivered if Evocation [Fire]

you make a successful attack with a Spellcraft DC: 319

psychic scimitar. After it delivers a Components: V, S, XP

power, or if the blade goes beyond the Casting Time: 1 minute

power range or goes out of your sight, Range: 1,000 ft.

the blade returns to you and hovers Area: 1,000-foot-radius emanation

there until given further direction. Duration: 20 hours

Augment: For every 2 additional Saving Throw: None

power points you spend, your psy- Spell Resistance: No

chic scimitar deals an extra 1 point To Develop: 2,871,000 gp; 58 days;

of damage. 114,840 XP. Seed: energy (emanate 129

2d6 heat in 10-ft. radius) (DC 19). Components: V, S, Ritual, XP This is a ritual spell requiring eleven
Factor: 100 times increase in base
area (+400 DC). Mitigating factor: Casting Time: 10 minutes other spellcasters, each of whom must
burn 10,000 XP (–100 DC).
Range: 0 ft. contribute an unused 9th-level spell
You call forth the heat and drought
of the deep desert. The creature or Area: 100-mile-radius emanation slot to the casting.
object you target emanates heat to
a radius of 1,000 feet for 20 hours. Duration: Permanent XP Cost: 5,000 XP.
The emanated heat deals 2d6 points
of dessication damage per round to Saving Throw: None
unprotected creatures, or 2d8 points
to plants or elementals with the water Spell Resistance: No VOLCANO
subtype (the target is susceptible if
not magically protected or otherwise To Develop: 900,000 gp; 18 days; Conjuration (Creation) [Earth, Fire]
resistant to energy). The intense heat
evaporates water from the soil, killing 36,000 XP. Seed: energy (weather) Spellcraft DC: 56
ordinary plant life. The difference in
CHAPTER 5 temperature from the surrounding (DC 25). Factors: 50 times increase Components: V, S, XP
area causes a strong wind, which
MAGIC blows the soil away and produces a in base area (+200 DC), permanent Casting Time: 1 day, 11 minutes
duststorm within the area (see Sand-
storms, page 16). Creatures damaged duration (×5). Mitigating factors: Range: 0 ft.
by this spell are dehydrated.
increase casting time by 9 minutes Area: Volcanic cone (500 ft. tall and
Dire drought counters and dispels
dire winter (dire drought is also coun- (–18 DC), eleven additional casters 500 ft. wide)
tered and dispelled by dire winter; see
that spell description on page 76 of contributing 9th-level spell slots Duration: Instantaneous
the Epic Level Handbook).
(–187 DC). Saving Throw: None; see text
XP Cost: 10,000 XP.
Spell Resistance: No
GLOBAL WARMING
You increase the temperature of the To Develop: 504,000 gp; 11 days;
Evocation [Fire]
Spellcraft DC: 150 region, drying up water and baking 20,160 XP. Seed: conjure (21), energy

the soil within a 100-mile-radius area. (DC 25). Factors: change area to

10 minutes after the spell is cast, the 40-ft. cone (+2 DC), increase area by

temperature band increases to warm 1250% (+50 DC). Mitigating factors:

or by one step (see page 12), which- burn 2,000 XP (–20 DC), increase

ever produces the hotter result. Open casting time by 1 day and 10 minutes

water and moisture in soil and plants (–22 DC).

evaporates, creating desert conditions

that last until global warming is dis- You raise a small volcano. The new

pelled. If the region was ice-covered, volcano is active, drawing magma

the snow and ice melt rapidly, which from deep within the ground, spew-

might result in flooding. ing lava and smoke into the air. Its

Global warming counters and dis- base is roughly circular and about

pels ice age (described in the Frostburn 500 feet across, and the cone tapers

supplement). to a crater about 500 feet up.

XP Cost: 2,000 XP.

Magic items exist that can withstand, protect from, MAGIC ITEMS
emulate, or channel the waste. This section provides
descriptions of such objects. New spells found in this Dessication Resistance: This special ability can be
book are marked with a superscript dagger (†). Unless placed only on a suit of armor. The armor absorbs the first
otherwise noted, other referenced spells are found in the 10 points of dessication damage per attack that the wearer
Player’s Handbook. would normally take.

ARMOR AND SHIELD Faint abjuration; CL 3rd; Craft Magic Arms and Armor,
SPECIAL ABILITIES protection from dessication†; Price +9,000 gp.

The following armor and shield special abilities supple- Scorpion Carapace: This special ability can be placed
ment those in Chapter 7 of the Dungeon Master’s Guide. only on a suit of armor. A favorite of many desert fighters,
this suit of armor contains the essence of and has a visual
Cool: This special ability can be placed only on a suit resemblance to a desert scorpion. The wearer gains the
of armor. The suit’s wearer does not take the normal –4 benefit of the Scorpion’s Resolve and Scorpion’s Sense
penalty on Fortitude saves to resist the effects of hot feats (see page 53).
environments.
Moderate transmutation; CL 9th; Craft Magic Arms
Faint abjuration; CL 3rd; Craft Magic Arms and Armor, and Armor, Scorpion’s Resolve and Scorpion’s Sense
endure elements; Price +2,400 gp. or resistance, and creator must be 12th level; Price
+32,000 gp.

130

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

131

Strong necromancy; CL 12th; Craft Magic Arms and The Pharaoh: This staff is covered in gold leaf, giving

Armor, animate rope and desiccate†, wither†, or horrid wilting; it a metallic sheen. The head forms a large hook, open in

Price 56,400 gp; Cost 28,400 gp + 2,256 XP. the center. It allows the use of the following spells:

• Cause fear (1 charge)

RINGS • Summon monster IV (a celestial or fiendish snake, Huge

The following rings supplement those appearing in Chap- viper only) (1 charge)

ter 7 of the Dungeon Master’s Guide. • Lightning bolt (1 charge)

Blazing Sun: This ring is made of polished fire opal and • Control weather (2 charges)

is always very warm to the touch, as though it has been Strong transmutation; CL 13th; Craft Staff, cause fear,

CHAPTER 5 lying in the sun for several hours. The wearer gains the control weather, lightning bolt, summon monster IV; Price

MAGIC fire subtype while wearing the ring. 82,901 gp.

Strong transmutation; CL 15th; Forge Ring, mantle of The Sands: A clear glass sphere half filled with dust

the fiery spirit†; Price 135,000 gp. tops this staff of fused and vitreous sand. It allows use of

Sandform: On command, this sandstone ring allows the following spells:

the wearer to take the form of living sand, as the sandform† • Blast of sand† (1 charge)

spell. The wearer can remain in sandform for up to 10 • Haboob† (1 charge)

minutes per day, and the duration need not be consecutive • Flaywind burst† (2 charges)

rounds or minutes. • Sandstorm† (2 charges)

Moderate transmutation; CL 10th; Forge Ring, sandform†; Strong conjuration; CL 12th; Craft Staff, sandstorm†,

Price 24,000 gp. flaywind burst†, blast of sand†, haboob†; Price 79,890 gp.

Sandstriding: This brass ring has the shape of a coiled Withering Thirst: This horrid staff is crafted from the

rattlesnake. The wearer gains the benefit of the Sandskim- mummified limb of a creature that died of thirst. It allows

mer feat (see page 52). use of the following spells:

Faint transmutation; CL 3rd; Forge Ring, creator must • Desiccate† (1 charge)

have the Sandskimmer feat or the innate ability to move • Wither† (2 charges)

easily through sand; Price 5,000 gp. • Dispel water† (2 charges)

• Mass desiccate† (2 charges)

RODS • Horrid wilting (3 charges)

The following rod supplements those appearing in Chapter Strong necromancy and abjuration; CL 15th; Craft Staff,

7 of the Dungeon Master’s Guide. desiccate†, dispel water†, horrid wilting, mass desiccate†, wither†;

Sand Repelling: This clear glass rod forces sand, dust, Price 91,880 gp.

ash, grit, and similar loose soils away in a 10-foot-radius

sphere. This ability functions on command. The user can WONDROUS ITEMS

travel through sand and loose soil as the rod pushes the The following wondrous item supplement those in Chapter

material away. Breathing is not a problem as long as the 7 of the Dungeon Master’s Guide.

surrounding area is not poisonous or a vacuum. It cannot Ashworm Pellet: This item is a roughly spherical bead

keep duststorms at bay, but it does protect against any of of volcanic scoria, about 1 inch across. When thrown upon

the effects of the suspended grit in the storm (such as the ground, the pellet grows into an ashworm (see page

nonlethal damage and potential suffocation). 140). This action consumes the pellet and takes 1 full

Strong abjuration; CL 15th; Craft Rod, wind wall; Price round to fully form. Disintegrating the pellet or dealing it

60,000 gp. at least 50 points of damage during that time prevents the

ashworm from appearing.

STAFFS The ashworm remains for 10 minutes. It is an average

The following staffs supplement those appearing in specimen in all regards. It serves the user until it is slain or

Chapter 7 of the Dungeon Master’s Guide. the duration ends (it can obey only simple commands).

Nomads: A simple, wooden staff with a pronounced Strong conjuration; CL 13th; Craft Wondrous Item,

bend at the top, this item appears to be nothing more than a summon nature’s ally VII; Price 6,825 gp.

shepherd’s crook. It allows the use of the following spells: Bottle of Endless Sand: If the stopper is removed from

• Cloak of shade† (1 charge) this opaque glass bottle and a command word spoken, an

• Locate water† (1 charge) amount of fine, dry sand flows out. Separate command words

• Hydrate† (1 charge) determine the type as well as the volume and velocity.

• Find the path (2 charges) • “Heap” pours out 1 cubic foot per round.

Strong divination; CL 12th; Craft Staff, find the path, cloak • “Dune” produces a 20-cubic-foot pile at 5 cubic feet

132 of shade†, locate water†, hydrate†; Price 49,500 gp. per round.

• “Sandblast” produces a spray of sand dealing 1d6 points slick like an asherati’s, granting a +2 enhancement bonus

of damage per round. This effect causes considerable to natural armor. The wearer can also use the sandswim

back pressure, requiring the holder to make a DC 12 ability of the asheratis (see page 38).

Strength check to avoid being knocked prone. A sand- Faint transmutation; CL 3rd; Craft Wondrous Item,

blast can affect only one target per round. The command barkskin, creator must be an asherati;

word must be spoken to stop the flow of sand. Price 15,000 gp; Weight 1 lb.

Moderate conjuration; Everfresh Bottle: Any water contained

CL 9th; Craft Wondrous in this ornate glass bottle is always pure and per-

Item, blast of sand; Price fectly suitable for drinking. Even poisons and holy

21,600 gp; Weight 2 lb. (or unholy) water become ordinary drinking water CHAPTER 5

Burnoose of Moon- when placed within. Magic potions are unaffected. MAGIC

less Nights: This black Faint transmutation; CL 5th; Craft Wondrous Item,

burnoose seems like an purify food and drink; Price 10,000 gp.

ordinary desert robe. Three Figurines of Wondrous Power: Inhabitants of the

times per day, in darkness waste craft these figurines from inspiration they get

or shadowy illumination, from the desert and its trials.

the wearer can draw up Gold Beetle: When activated, a gold beetle grows,

the hood to gain total con- gaining the statistics of a giant stag beetle (see

cealment. Unlike ordinary page 285 of the Monster Manual) with some

invisibility, the wearer can attack exceptions. Its Intelligence is 6, it is able to

without revealing her location. understand Common and Terran, and it is able

The burnoose does not work to move across any waste terrain at normal speed.

in bright light, and such light The beetle is treated as a magical beast when in its

reveals a wearer within its area. living form. The item can be used for up to 24 hours Illus. by M. Phillippi

Each use of the burnoose lasts for per week, but the duration

10 rounds. need not be continuous.

Moderate illusion; CL Moderate transmutation;

10th; Craft Wondrous CL 11th; Craft Wondrous Item,

Item, greater invisibility; animate objects, levitate; Price 11,500 gp.

Price 33,000 gp. Ivory Camel: When commanded, this

Burnoose of 1,001 Thorns: Bottle of endless sand statuette changes into a creature with the same

Once per day, the wearer of this robe can utter properties as a dromedary camel (see page 192),

a command word, causing the burnoose to harden and except that it has an Intelligence of 8, can communicate

sprout hundreds of sharp thorns. For 70 minutes thereafter, in Common, and is exceptionally heat-tolerant. It has a +4

the wearer is the subject of a skin of the cactus spell. bonus on saves to resist heat and dehydration, and it is unaf-

Moderate abjuration; CL 7th; Craft Wondrous Item, skin fected by sun glare. The item can be used for up to 12 hours

of the cactus; Price 10,080 gp. per week, but the duration need not be continuous.

Cape of the Wastes: This bizarre garment appears to Moderate transmutation; CL 11th; Craft Wondrous Item,

be made of sand, although it is soft and light. Its wearer animate objects; Price 8,500 gp.

remains comfortably cool in hot weather up to extreme Folding Sand Vessel: This fine, wooden box is 12

heat, making no Fortitude saves or Constitution checks inches long, 6 inches wide, and 6 inches deep. It can hold

to resist natural heat effects. The cape keeps its wearer items like any other box. If a command word is spoken,

comfortably warm, as the endure elements spell, similarly the box unfolds itself to form a sand skiff (see page 104)

negating the need for saves or checks against natural cold over the course of 1 round. Items in the box are deposited,

effects. Finally, the wearer gains the benefit of the Sand unharmed, on the ground. A second command word

Camouflage feat (see page 51). causes it to unfold into a sand schooner (see page 104) over

Faint abjuration; CL 5th; Craft Wondrous Item, Sand the course of 5 rounds. A third word of command causes

Camouflage, endure elements; Price 30,000 gp. the vessel to fold itself into a box again, taking the same

Cloak of Garden Shade: The wearer of this deep green amount of time as unfolding.

cloak is treated as if under the effect of a cloak of shade spell. Strong transmutation; CL 15th; Craft Wondrous Item,

Faint abjuration; CL 5th; Craft Wondrous Item, cloak of polymorph any object, creator must have 5 ranks in the Craft

shade; Price 10,000 gp. (shipbuilding) skill; Price 100,000; Weight 4 lb.

Cloak of Sandswimming: This rust-red cloak is made Glass of Distance: This fine spyglass can be used to see

of slick satin. The wearer’s body becomes smooth and up to ten miles away. While looking into the distance, a 133

CHAPTER 5 user can speak a command word to instantly transport to Lens of the Desert: This magnifying glass, its gold
an adjacent square of an object or creature he can see. If frame worked with a sunburst motif, can be commanded
MAGIC the spyglass is reversed, a user looking through the large to create a beam of focused sunlight. Three times per
end can speak a command word to transport an adjacent day, on command, the lens emits a single beam like that
134 creature or object to a distance of up to ten miles away. produced by a sunbeam spell.
More than one object or creature can be transported, so
long as each is in physical contact with another. A spyglass Strong evocation; CL 13th; Craft Wondrous Item, sun-
of distance can be used to teleport a creature only once per beam; Price 66,000 gp.
day, regardless of direction.
Mask of Sweet Air: This clear crystal mask fits snugly
Moderate conjuration and divination; CL 9th; Craft over the mouth and nose. Its wearer can breathe freely in
Wondrous Item, teleport, scrying; Price 52,200 gp; Weight air fouled by smoke, dust, and fumes without fear of suf-
1 lb. focation. The wearer gains immunity to airborne stench
attacks or poisons, such as the stench of a troglodyte or
Glove of Choking Sands: This seemingly ordinary the effect of cloudkill. In addition, a mask of sweet air grants
leather glove allows the wearer to choke a target, as with continuous water breathing.
the choking sands spell, on command, once per day.
Moderate abjuration, conjuration, and transmutation;
Moderate necromancy; CL 9th; Craft Wondrous Item, CL 7th; Craft Wondrous Item, freedom of breath†, neutralize
choking sands†; Price 16,200 gp. poison, water breathing; Price 147,000 gp.

Gloves of Sand Shaping: These lizardskin gloves Opal of Tunneling: This black opal bead is about the size
confer sand shaping ability as if the wearer possessed the of a large pearl. When thrown against a surface, the bead
Sand domain’s granted power (see page 107). explodes in a red flash and melts a hole into the material,
forming a lava tube 10 feet wide and up to 30 feet long. The
Moderate transmutation; CL 10th; Craft Wondrous hot tunnel walls deal 1d6 points of fire damage per round
Item, creator must have access to the Sand domain; Price of contact. Edges of the lava tube glow with this heat for
15,000 gp. 1 minute, after which time the new tunnel is safe for
unprotected creatures to enter.
Goggles of the Desert: The lenses of these goggles are
all black, except for thin horizontal strips just over the An opal of tunneling works only on rock and similar mate-
wearer’s eyes. They protect a wearer from the effects of rials (such as crystal, salt, and so on). It does not damage
glare (see page 18) and grant a +4 bonus on saving throws a living creature, nor does it penetrate wood. However, a
against dazzling effects, such as flare. The goggles enable creature within the 10-foot-diameter sphere of the bead’s
the wearer to see up to 60 feet without penalty in duststorm explosion takes 2d6 points of fire damage from the blast.
conditions.
Strong conjuration and transmutation; CL 13th; Craft
Faint Transmutation; CL 3rd; Craft Wondrous Item, Wondrous Item, disintegrate, wall of magma†; Price 6,350 gp.
cloak of shade†, darkvision; Price 8,250 gp.
Personal Oasis: Once per day, when this 10-foot-by-10-
Jug of Whirlwinds: This item is a beaten silver foot blanket is unrolled, and the command word spoken,
amphora, stoppered by a silver plug engraved with runes a 5-foot-by-10-foot tent springs from the blanket, along
of protection. Once per day, when the user speaks a com- with a campfire, a bowl of dates, and a gallon of cool water.
mand word and opens the jug, a whirlwind (as the spell) The tent functions in all ways, aside from its dimensions,
emerges. The user directs the whirlwind, which lasts for as Leomund’s tiny hut. The campfire burns continuously,
15 rounds unless dismissed. never needing fuel, and the dates are enough to sustain
one person for a day. Upon speaking the command word
Strong evocation; CL 15th; Craft Wondrous Item, whirl- again, the oasis rolls back up into blanket form.
wind; Price 64,800 gp; Weight 5 lb.
Faint conjuration and evocation; CL 5th; Craft Wondrous
Lamp of Stars: This item appears to be an ordinary Item, create food and water, Leomund’s tiny hut, produce flame;
oil lamp, decorated with a pattern of tiny stars. Once per Price 18,600 gp.
day, the bearer of the lamp can utter a command word,
causing the flame to flicker out and be replaced by magical Portable Fountain: When it is placed on the ground
starlight. The lamp then sheds blue-white light in a 30- and a command word spoken, this palm-sized, jade chry-
foot radius (and shadowy light for an additional 30 feet). santhemum expands to become a fountain, gushing fresh
Creatures with low-light vision can see three times as far water from its center into a spacious basin. The fountain
in this light, instead of just twice as far. The starlight lasts occupies a 5-foot square. It can be used once per day,
until the lamp runs out of oil after 6 hours, at which point producing 10 gallons of water. The fountain reverts to its
both the starlight and the lamplight are extinguished. portable form when all the water has been removed from
Refilling the lamp with oil allows the magic to be used its basin.
once again.
Faint conjuration; CL 5th; Craft Wondrous Item, create
Faint evocation; CL 3rd; Craft Wondrous Item, light; water; Price 1,800 gp.
Price 1,100 gp.

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

Faint abjuration and transmutation; CL 5th; Craft Waterskin of Deluge: Once per week, the bearer of
Wondrous Item, cat’s grace, endure elements, pass without this blue leather waterskin can remove the stopper and
trace; Price 2,500 gp; Weight 1 lb. squeeze the container, releasing a deluge of water identical
to a flashflood† spell. Removing the stopper at any other time

produces no effect at all, though the skin can be used to Int 12, Wis 18, Cha 16; Speech, telepathy, read languages,

store water. If a waterskin of deluge is destroyed, it releases read magic, 120 ft. darkvision, blindsense, and hearing; Ego

one last flashflood, in the direction from which the damage score 18.

that destroyed it came. Lesser Powers: Cure moderate wounds 3/day, purify food and

Strong conjuration; CL 15th; Craft Wondrous Item, drink 3/day. Mask has 10 ranks in Knowledge (nature) (total

flashflood†; Price 12,350 gp. modifier +11).

INTELLIGENT ITEMS Greater Powers: Heroes’ feast 1/day, plant growth 3/day.
Strong conjuration; CL 17th; Craft Wondrous Item,

The following intelligent items supplement those appear- miracle, creator must be a bhuka; Price 120,000 gp.

CHAPTER 5 ing in Chapter 7 of the Dungeon Master’s Guide. Storm Eagle: This feathered headdress resembles the

MAGIC Dance Masks of the Great Mother: The bhukas believe head of the totemic animal after which it is named.

that the spirit children of their mother deity Kikanuti travel Storm Eagle represents the day sky and the life-giving

the world and visit her earthly children. At festival times, power of the thunderstorm. When the dancer puts it on,

bhuka shamans don these ritual masks and are possessed she allows the item’s Ego to overwhelm her and use its

by the intelligence that rests in them. Possession lasts until powers to call a mighty rainstorm down upon the sur-

the shaman is overcome by exhaustion and loses conscious- rounding region. While the possession continues, the

ness. The mask is then removed and reverently stored away wearer dances in a great frenzy, faster and faster, until

until the next festival. Generally, each bhuka village is the she collapses unconscious.

guardian of one mask, and they are all brought to a grand Int 14, Wis 14, Cha 18; speech, telepathy, read languages,

dance held by all the villages. Each mask takes the same read magic, 120 ft. vision and hearing; Ego score 18.

body slot that a helmet or headband would. Some examples Lesser Powers: Bless 3/day. Mask has 10 ranks in Listen (total

are given below. modifier +12) and 10 ranks in Spot (total modifier +12).

Moon Owl: This feathered headdress resembles the head Greater Powers: Control weather 1/day, quench 3/day.

of the totemic animal after which it is named. Moon Owl Strong transmutation; CL 17th; Craft Wondrous Item,

represents the night sky, the cool resting time of the desert, miracle, creator must be a bhuka; Price 86,000 gp.

as well as vigilance and wisdom. The mask’s purpose is

to defend the children of Kikanuti from their enemies. SPECIAL MATERIALS

When the dancer puts it on, she allows the item’s Ego to The following special material supplements those appear-

overwhelm her and use its powers to first detect then travel ing in Chapter 7 of the Dungeon Master’s Guide.

to and destroy the closest hostile creature. The possession Kheferu: Quarried from rare meteorite craters, kheferu

continues until the wearer is slain in combat or returns ore is an extremely hard, red substance. When forged as an

victorious, at which time she collapses unconscious. If alloy with iron, carbon, and other trace metals, the resultant

the wearer is slain, the moon owl mask teleports back to material has a consistency and ductility like that of a stan-

its village. dard steel alloy. This final product, simply called kheferu,

Int 12, Wis 18, Cha 18; Speech, telepathy, read languages, is distinctive in its glossy sheen and crimson hue.

read magic, 120 ft. darkvision, blindsense, and hearing; Ego Many kinds of items can be crafted from kheferu,

score 23. but weapons are the best choice because of the alloy’s

Lesser Powers: Bless 3/day, cure moderate wounds 3/day. particular qualities. A weapon forged from kheferu is

Mask has 10 ranks in Listen (total modifier +14). bright red. Salt crystals grow on the sides of the weapon

Greater Powers: Locate creature 3/day, teleport 2/day. if it is left untended for more than a few months, but

Special Purpose: Defend the bhukas. these are easily wiped away. A kheferu weapon bypasses

Dedicated Power: Cast 15d6 greater shout 3/day. the damage reduction of any creature of the earth sub-

Strong varies; CL 17th; Craft Wondrous Item, miracle, type, regardless of the type of damage reduction the

creator must be a bhuka; Price 256,000 gp. creature possesses.

Corn Child: This high, conical mask is intricately deco- Weapons made of kheferu cost twice as much to make

rated with dried corn kernels of different colors. Corn as their normal counterparts. Also, any magical enhance-

Child is the bringer of plenty, the closest of Kikanuti’s ments placed on the weapon cost an additional 2,000 gp.

children to the bhukas. When the dancer puts it on, he Items without metal parts cannot be made from kheferu.

lets the item’s Ego overwhelm him and use its powers An arrow could be made of kheferu, but a quarterstaff

to enrich the crops, purify the water, and provide a could not. A double weapon that is only half made of

feast to all participants. The possession continues until kheferu increases its cost by 50%.

the wearer has gorged himself on food and drink and Kheferu has hardness 10 and 30 hit points per inch of

has blessed all the surrounding fields, at which time he thickness.

136 collapses unconscious.

s if dangerous terrain, deadly heat, and howling Special Qualities: Damage reduction 5/slashing, dark-
sandstorms were not enough, the waste is also vision 60 ft., undead traits, unholy toughness
home to a variety of powerful and aggressive
monsters. Whether the harsh conditions of Saves: Fort +0, Ref -1, Will +3
Abilities: Str 18, Dex 8, Con —, Int —, Wis 10,
the desert insure that only monsters of unusual feroc-
ity can survive, or because fierce deities of the waste Cha 15
choose to fill their arid domain with creatures that Skills: —
emulate the harsh, deadly clime, the waste teems with Feats: Toughness
predators eager to slake their thirst on the red blood Environment: Any warm
of wanderers. Organization: Single, pair, or caravan (3-18)
Challenge Rating: 3
ASHEN HUSK Treasure: None
Alignment: Always neutral evil
Medium Undead Advancement: 3-6 HD (Medium)
Hit Dice: 2d12+7 (20 hp) Level Adjustment: —
Initiative: -1
Speed: 30 ft. (6 squares; can't run) This animated corpse is bone dry, its flesh so desiccated
Armor Class: 11 (-1 Dex, +2 natural), touch 9, flat- that it appears nearly skeletal. The air around it wavers
with a dry, sucking heat, as if the corpse brings with it
footed 11 the soul of the waterless desert.
Base Attack/Grapple: +1/+5
Attack: Slam +5 melee (ld6+6) Ashen husks lost their lives to unquenchable
Full Attack: Slam +5 melee (1d6+6) thirst. The evidence of their dry death is obvious
Space/Reach: 5 ft./5 ft. as a supernatural deliquescent aura.
Special Attacks: Create spawn, dehydrating 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 level 1 (see page 14), and must make a DC 13
in the open desert when they became Fortitude save or be dehydrated (sec the de-­
lost without water. Sometimes en-­ hydrated condition, page 15). A creature
tire caravans go lost, and many of that makes its save gains immunity to that
these unfortunate creatures might ashen husk's dehydrating aura ability for
be seen years later as stumbling 24 hours, although it might still take the
corpses with a thirst born in hell­ nonlethal damage from other sources of
ish heat. heat. The nonlethal damage from heat
becomes lethal damage for a creature
COMBAT that is dehydrated. The save DC is
Charisma-based.
Ashen husks slam their foes Create Spawn (Su): Creatures
with bone-hard limbs, but they killed by an ashen husk's dehy-­
expose their real threat against drating aura rise after 1d4 days as
living creatures caught in their free-roaming ashen husks. They do
dehydrating aura. not possess any of the abilities they
had in life.
Dehydrating Aura (Su): An Unholy Toughness (Ex): An
ashen husk gives off a 10-foot- ashen husk gains a bonus to its hit
radius emanation of dehydrating points equal to its Charisma modi-­
heat, a deadly threat for crea-­ fier times its Hit Dice (already
tures that must drink to survive. figured).
A living creature within 10 feet
of the ashen husk takes 1d4 Unquenchable thirst
points of nonlethal damage animates an ashen busk
from heat each round unless
it has at least heat protection

TABLE 6-1: MONSTERS BY CHALLENGE RATING

CR Monster CR Monster CR Monster
1/3 Termite, worker, giant 4 Chekryan 9 Dustform giant banded lizard
1/3 Vulture 4 Dire puma 9 Saguaro sentinel
4 Dune hag 9 Sand dragon, young adult
1/2 Asherati, 1st-level warrior 4 Forlorn husk 9 Waste crawler (anhydrut)
1/2 Bhuka, 1st-level warrior 4 Marrulurk 10 Dunewinder
4 Werecrocodile (lycanthrope) 11 Crawling apocalypse
1 Dromedary camel 12 Crocosphinx
1 Porcupine cactus 5 Canisphinx 12 Sand dragon, adult
1 Serval (savannah wildcat) 5 Dinosaur, diprotodon 12 Sand golem
1 Termite, queen, giant 5 Giant ant lion 12 Thunderbird
1 Two-humped camel 5 Marrusault 14 Dire hippopotamus
5 Marrutact 14 Sand dragon, mature adult
2 Ashworm 5 Lava ooze 16 Sand dragon, old
2 Crucian 5 Sand dragon, young 18 Dry lich, asherati cleric 5/
2 Dire jackal 5 Saurosphinx
2 Sand dragon, wyrmling 5 Scorpion swarm walker in the waste 10
2 Termite, soldier, giant 18 Sand dragon, very old
2 War camel 6 Brine ooze 19 Marruspawn abomination
6 Crystal scorpion 21 Sand dragon, ancient
3 Ashen husk 6 Desert devil (araton) 24 Sand dragon, wyrm
3 Brine swimmer 6 Half-janni, human fighter 5 27 Sand dragon, great wyrm
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

ASHERATI Asheratis stand about 5-1/2 feet tall and usually weigh
slightly more than 150 pounds. Asheratis are graceful

Asherati, 1st-Level Warrior swimmers of the dunes, and thus eschew excessive cloth­

Medium Humanoid ing or equipment, wearing only minimal, skin-hugging

Hit Dice: 1d8+1 (5 hp) garments for modesty's sake. Some wear tight hide or

Initiative: +1 streamlined leather armor, which does not hinder their

Speed: 30 ft. (6 squares), burrow (sand only) 30 ft. progress through the sands.

Armor Class: 17 (+1 Dex, +2 natural armor, +3 studded Asheratis speak their own language and Common.

leather, +1 light steel shield), touch 11, flat-footed 16 Most asheratis encountered outside their homes are

Base Attack/Grapple: +1/+2 warriors; the information in the statistics block is for one

Attack: Eagle's claw +2 melee (1d6+1/18-20) of 1st level.

Full Attack: Eagle's claw +0 melee (1d6+1/18-20) and COMBAT
eagle's claw +0 melee (1d6+1/18-20)

Space/Reach: 5 ft/5 ft. Asheratis prefer to attack from ambush, hiding in the sand

Special Attacks: — then rising up en masse around their foe.

Special Qualities: Asherati traits, body lamp, sandswim Asherati Traits: Asherati traits are described in the

Saves: Fort +3, Ref +1, Will -1 asherati player race entry on page 37.

Abilities: Str 13, Dex 13, Con 12, Int 8, Wis 9, Cha 8 Body Lamp (Su): An asherati can make its skin glow at

Skills: Intimidate +3 will, shedding light to 60 feet and shadowy illumination

Feats: Two-Weapon Fighting to 120 feet. The light is sufficient for the asherati to

Environment: Warm deserts navigate by while sandswimming in loose sand,

Organization: Squad (2-4), company (11-20 dust, or ash. Once per day as a free action, an

plus 2 3rd-level sergeants and 1 leader of asherati can bring its skin up to full brilliance

3rd -6th level), or band (30-100 plus 100% so rapidly it might dazzle creatures within 30 feet. A

noncombatants plus 1 3rd-level sergeant creature can make a DC 11 Fortitude save to negate the

per 20 adults, 5 5th-level lieutenants, 3 7th- effect. The save DC is Charisma-based.

level captains, 6-10 ashworms, and 2-5 riding Sandswim (Su): Asheratis gain a

ashworms) burrow speed equal to their base land

Challenge Rating: 1/2 speed while wearing light armor or

Treasure: Standard carrying a light load and traveling

Alignment: Usually neutral through sand, ash, or other loose

Advancement: By character class soil. This speed drops to 5 feet

Level Adjustment: +0 with a heavier load or if an ash­

This humanoid's skin is a dull red, and erati tries to drag a Medium or
it seems as if a light shines behind it. larger crearure along.
She has no body hair, and An asherati can breathe
her eyes are ivory white. normally while sand-
Lithe rather than thin, swimming.
this creature wears tight
leather armor, as if seek- Skills: Asheratis
ing to further streamline have a +2 racial bonus
her body. on Move Silently and

Hide checks (an asherati

Asheratis are a geo­ cannot Hide while its

graphically established ski n glows). If in a sandy

people who live below area, an asherati receives

the silky sands and an additional +2 racial

dusts of suitable waste­ bonus on Hide checks.

lands, rising to the The asherati war­

surface to hunt for food, rior presented here had

socialize and trade with the following ability scores

other races, and make before racial adjustments:

war upon their enemies. Asheratis move both above Str 13, Dex 11, Con 12, Int

and below the sand 10, Wis 9, Cha 8.

ASHWORM t0 an ashworms back can climb up walls or other impedi-­
ments with his mount, albeit slowly. An ashworm is hard

Large Magical Beast to control in combat (see Mounted Combat, page 157 of

Hit Dice: 3d10+9 (25 hp) the Player's Handbook), unless it belongs to an ashworm

Initiative: +0 dragoon (see page 66).

Speed: 30 ft. (6 squares), burrow 30 ft., climb 5 ft. Carrying Capacity: A light load for an ashworm is up

Armor Class: 14 (-1 size, +5 natural), touch 9, flat- to 500 pounds; a medium load, up to 900 pounds; and a

footed 14 heavy load, up to 1,400 pounds. An ashworm can drag

Base Attack/Grapple: +3/+12 6,900 pounds.

Attack: Sting +7 melee (1d6+7 plus poison) COMBAT
Full Attack: Sting +7 melee (1d6+7 plus poison)

Space/Reach: 10 ft./5 ft. Ashworms hunt prey from beneath the sand, then rise to

Special Attacks: Poison confront their targets In battle, an ashworm forms into a

Special Qualities: Evasive diver, tremorsense 60 ft. coil, stinging anything in reach.

Saves: Fort +4, Ref +5, Will +4 Poison (Ex): Injury, Fortitude DC 14, initial and

Abilities: Str 21, Dex 10, Con 17, Int 1, Wis 13, Cha 6 secondary damage 2d6 Str. The save DC is Constitution-

Skills: Climb +16, Listen +6, Spot +3 based

Feats: Alertness, Lightning Reflexes Evasive Diver (Ex): In areas of sand (not packed earth

Environment: Warm deserts or plains or stone), the ashworm feels more secure because of its

Organization: Solitary, cluster (2-4), or herd (6-30) evasive diver ability. If the ashworm makes a successful

Challenge Rating: 2 Reflex saving throw against an attack that normally deals

Treasure: None half damage on a successful save, the ashworm instead

Alignment: Always neutral manages to instantly dive below the protective sand or

Advancement: 4-6 HD (Large); 6-9 HD (Huge) earth and takes no damage.

Level Adjustment: — An ashworm's rider might be swept from the ash-

This large, eyeless worm is as big as a horse. It is covered in a thin worm's back unless it makes a DC 15 Reflex save when
chitinous layer of pale purple plates. A nasty stinger quivers at the ashworm dives below the sand. If the rider tails
the end of its tail. 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

Wild ashworms are distant cousins to the purple worm, damage from the effect that prompted the ashworm's

but not nearly as large or aggressive (not able to gulp down Reflex save.

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 An ashworm can be an asset in the desert

BHUKA A council of elders rules each bhuka settlement, headed
by a Grandmother who is the spiritual leader of the com-­

Bhuka,1st-Level Warrior munity. They have trading relationships with other desert

Medium Humanoid (Goblinoid) inhabitants, in particular the crucians.

Hit Dice: 1d8+1 (5 hp) Bhukas speak their own language, and many also

Initiative: +1 speak Draconic to deal with crucian traders. A few learn

Speed: 30 ft. (6 squares) Common or Goblin.

Armor Class: 13 (+1 Dex, + 1 padded,+ 1 light steel shield), COMBAT
touch 11, flat-footed 12

Base Attack/Grapple: +1/+1 Bhuka are not warlike, preferring to remain unseen and

Attack: Club +1 melee (1d6) or shortbow +2 ranged (1d6/x3) observe newcomers from a distance to gauge their inten-­

Full Attack: Club +1 melee (1d6) or shortbow +2 ranged tions. If combat is necessary, bhuka fight in loose bands

(1d6/x3) and employ skirmish tactics. Usually a druid or ranger

Space/Reach: 5 ft./5 ft. leads a fighting band and lends magical support.

Special Attacks: — Bhuka Traits: Bhuka traits are described in the bhuka

Special Qualities: Bhuka traits player race entry on page 39.

Saves: Fort +3 (+5 against heat and dehydra­

tion), Ref +1, Will -1 The bhuka warrior presented here had the following

Abilities: Str 11, Dex 13, Con 12, Int 10, Wis ability scores before racial adjustments: Str 13, Dex

9, Cha 8 11, Con 12, Int 10, Wis 9, Cha 8.

Skills: Jump +3, Knowledge (nature) +3,

Spot +0, Survival +0 CAMELOPARDEL
Feats: Endurance

Environment: Warm deserts Large Magical Beast
Organization: Solitary, team (2-5), band Hit Dice: 5d10+10 (37 hp)
Initiative: +1
(6-16 plus 1 3rd-level leader [usually Speed: 50 ft. (10 squares)
ranger or druid]), or phratry (20-100 Armor Class: 12 (-1 size, +1 Dex, +2
plus 1 3rd-level leader per 10 adults, natural), touch 10, flat-footed 11
3 5th-level shamans [druids], and Base Attack/Grapple: +5/+12
Attack: Gore +7 melee (1d6+3)
1 7th-level chieftain) Full Attack: Gore +7 melee (1d6+3)
Challenge Rating: 1/2 and 2 hooves +2 melee (1d4+1)
Treasure: Standard Space/Reach: 10 ft./5 ft. (10 ft.
Alignment: Usually with gore)
Special Attacks: Haboob
lawful good
Advancement: By Special Qualities: Aura of protection

character class
Level Adjustment: +0

This slightly built humanoid has deep-set eyes, from dessication, hydrate, low-light
a flat face with slitted nostrils, and large, vision, scent, wild empathy
spreading ears. A frill of Saves: Fort +6, Ref +5, Will +4

skin around its throat is Abilities: Str 16, Dex 13,
daubed with paint, and its
splayed feet barely sink into Con 14, Int 5, Wis 12,
the sand. Cha 15
Skills: Jump +-11, Listen +7,

A bhuka is suited to life in the waste Spot +7

Bhukas are consummate sur­ Feats: Alertness, Iron Will

vivors, with many physical adaptations to help them thrive Environment: Warm deserts
in the waste. They are experts at farming and finding water Organization: Solitary
in the forbidding lands they call home.
Challenge Rating: 3
Bhukas form extended families and communities bound Treasure: None
through ritual and preservation of ancestral ways. Art and Alignment: Usually neutral good
lore are central to their culture. They are gentle people, Advancement: 6-10 HD (Large); 11-15 HD (Huge)
but they will fight firmly against those who attack their Level Adjustment: —
land and their livelihood.

A graceful creature resembling a cross between a giraffe and a serves it well for escape against enemies that are too
panther stands tail on long legs. It has a long neck, and two long, powerful to defeat.
curving horns sweep back from its brow.
Haboob (Su): At will as a standard action, a camelo-­
A camelopardel is a solitary being that inhabits a waste pardel can create a haboob effect, as the spell (see page
territory, browsing on its scant vegetation and protecting 117). Each use of the effect lasts for 5 rounds.
the smaller creatures in the area.
Aura of Protection from Dessication (Su): A
Camelopardels are able to resist extremes of dryness camelopardel is constantly surrounded by a 10-foot-radius
that even other desert creatures cannot, due to their innate emanation that duplicates the effects of the protection from
abilities. They extend this protection to nearby friendly dessication spell (see page 119). Any creature within this
creatures and tend to those who are injured by harmful radius, including the camelopardel, is protected from up
desert magic. These regal creatures are often represented to 50 points of damage from dehydration, whether magi-­
in heraldry or desert tribes' totems. A sighting of a camelo-­ cal (such as from the desiccate spell) or natural (such as
pardel in the vicinity is taken as a sign of favor from good from heat if the creature is dehydrated) in origin. Once
waste deities. the effect has absorbed the maximum amount of damage,
that creature is no longer protected. If the camelopardel
A camelopardel speaks a waste dialect of Sylvan but does takes sufficient damage to lose this protection, the
not usually talk. effect ends temporarily. It automatically renews after
10 minutes.
COMBAT
Hydrate (Sp): Three times per day, a camelopardel can
A camelopardel is not a powerful combatant. It prefers use hydrate as a 5th-level spellcaster by gently touching a
to drive off intruders by making the environment target with its tongue.
unfriendly with its haboob ability. The dust cloud also
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, CRAWLING APOCALYPSE
but one that has grown to monstrous size and adopted a
partially upright posture, allowing it to bite foes with its danger- Gargantuan Undead
ous mandibles.

Hit Dice: 20d12+100 (230 hp)

Chekryans were obviously engendered from the blood Initiative: +4
of scorpion forebears, but these creatures are not Speed: 20 ft. (4 squares), burrow 20 ft.
mere vermin grown monstrously large. Indeed, some Armor Class: 30 ( - 4 size, +24 natural), touch 6, flat-
facet of their upraising has imbued the species with
psionic abilities. footed 30
Base Attack/Grapple: +10/+34
A chekryan has six legs. It stands roughly 9 feet tall and Attack: Tentacle +18 melee (2d8+12/19-20 plus
weighs about 900 pounds.
mummy rot)
A chekryan protects itself from the desert heat by bur-­ Full Attack: 2 tentacles +18 melee (2d8+12/19-20 plus
rowing, but many of these creatures discover sand-covered
ruins. Once discovered, they arc able to use their psi-like mummy rot) and 6 arms +13 melee (1d6+6)
abilities to access the hidden shelter, if it is not too far Space/Reach: 20 ft./15 ft. (25 ft. with tentacles)
below the surface of the sand. Special Attacks: Despair, mummy rot
Special Qualities: Damage reduction 5/—, darkvision
A chekryan is not a scavenger—it hunts large prey on
the desert surface and is always eager for the next tasty 60 ft., fast healing 10, undead traits, unholy toughness,
meal. It doesn't usually hunt creatures of Small or smaller vulnerability to fire
size, preferring to bring down big game that can provide Saves: Fort +6, Ref +6, Will +17
it with food for a few days. Abilities: Str 34, Dex 10, Con —, Int 6, Wis 20, Cha 20
Skills: Listen +18, Spot +19
Feats: Alertness, Blind-Fight, Combat Expertise, Improved

COMBAT Critical (tentacle), Improved Initiative,
Improved Trip, Iron Will

A chekryan might wait partially bur­ Environment: Warm deserts

ied in the sand, or even in a Organization: Solitary

hollow ruin covered by sand Challenge Rating: 11

but near the surface, Treasure: Standard

using its tremorsense Alignment: Always lawful evil

to locate approaching Advancement: 21-32 HD (Gar­

prey. It then instant­ gantuan); 33-60 HD (Colossal)

ly uses its dimension Level Adjustment: —

door psi-like ability A horrific nest of withered, desic-
to reach the surface, cated tentacles heaves from the
ready to attack. sand. Behind the tentacles is a bar-
rellike body wrapped in centuries-
Constrict (Ex): A
chekryan deals auto-­ old funeral dressings. Two staring
matic claw damage on a successful orbs surmount the gargantuan
grapple check. form, promising annihilation.

Improved Grab (Ex): To use this ability, a A few crawling apoc­
alypses yet traverse
chekryan must hit with a claw attack. It can the trackless sands,
self-impelled immortal
then attempt to start a grapple as a remnants of ancient wars.
Each crawling apocalypse is ac-
free action without provoking tually a war machine created by a

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 race called the marru. Known for

DC 16, initial and secondary damage 1d4 Con. The save their power over the flesh of the living, splinter factions

DC is Constitution-based. of marru wandered into realms of necromancy, and in

Psi-Like Abilities: 1/day—dimension door, inconstant their madness to win at any cost, they introduced mon-­

location*, fog cloud. Manifester level 5th. strosities of the sea to mummification and the sea of sand.

* New power described on page 129. 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 Unholy Toughness (Ex): A crawling apocalypse gains
by enemies long vanished. a bonus t0 its hit points equal t0 its Charisma modifier
tiroes its Hit Dice (already figured).
While some roving weapons of the ancient marru
still sometimes rise to the surface and cause desolation, CRUCIAN
most remaining crawling apocalypses arc secreted in
ancient weapon depots, well hidden thousands of feet Medium Humanoid
below the desert surface. They have vague memories Hit Dice: 3d8+9 (22 hp)
of their former living existence, thousands of years Initiative: -1
ago. The memory of their former mastery, and what Speed: 20 ft. (4 squares)
was taken from them, fuels their violence against all Armor Class: 21 (-1 Dex, +8 natural, +2 leather, +2 heavy
creatures. Some could still respond to command codes
devised by the marru, though those codes are most likely shield), touch 9, flat-footed 21
all forgotten. Base Attack/Grapple: +2/+4
Attack: Warhammer +5 melee (1d8+2/x3)
COMBAT Full Attack: Warhammer +5 melee (1d8+2/x3)
Space/Reach: 5 ft./5 ft.
Crawling apocalypses strike their opponents with their Special Attacks: —
barbed tentacles, which, in addition to dealing awful Special Qualities: Low-light vision
damage, can also infect foes with diseases from beyond Saves: Fort +6, Ref +0, Will +3
the grave. Abilities: Str 15, Dex 8, Con 17, Int 11, Wis 10, Cha 8
Skills: Diplomacy +1, Sense Motive +6, Spot +6
Despair (Su): At the mere sight of a crawling apoca­ Feats: Iron Will, Weapon Focus (warhammer)
lypse, a creature must succeed on a DC 25 Will save or be Environment: Warm deserts
paralyzed with fear for 1d4 rounds. Whether or not the Organization: Pair, crew (2-5 plus 50% chance for 1 4th-
save is successful, that creature cannot be affected again
by that same crawling apocalypse's despair ability for 24 level leader), squad (5-10 plus 1 4th level leader plus 50%
hours. The save DC is Charisma-based. chance tor 1 5th-level leader)
Challenge Rating: 2
Mummy Rot (Su): Supernatural disease—tentacles. Treasure: 50% coins, double goods, 50% items
Fortitude DC 25, incubation period 1 minute, damage 1d6 Alignment: Usually lawful neutral
Con and 1d6 Cha. The save DC is Charisma-based.
Advancement: By character
Unlike normal diseases, mummy rot class
continues until the victim reach­ Level Adjustment: +2
es Constitution 0 (and dies)
or is cured as described on A crablike shell covers the upper
page 190 of the Monster body of this otherwise human-
Manual.
oid form. Its shell is heavily
A crawling apocalypse inscribed and painted, and it
is an undead war relic wears simple equipment and
clothing.
from a lost era
Comfortable in the brutal
heat of the desert, battle-hard­
ened crucians rely on their
natural shell armor to protect

them in all situations.
Crucians are human­

oids 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

— +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.

A crucian's painted CURSED COLD ONE
shell tallies its battlefield (GELUN)

triumphs Medium Aberration
Hit Dice: 5d8+3 (25 hp)
colored painted sigils, as Initiative: +4
well as deeply etched tallies of Speed: 30 ft. (6 squares)
their personal triumphs on the sandy Armor Class: 20 (+4 Dex, +6 natural), touch
field of conflict. Most crucians prefer 14, flat-footed 16
to wield enormous warhammers, weighted to crack even Base Attack/Grapple: +3/+5
the hardest enemy shells.
Attack: Slam +5 melee (1d4+3 plus 1d6
Crucians are highly territorial, and they organize into cold)
small bands, each group protecting a prized water source. Full Attack: Slam +5 melee (1d4+3 plus
Crucian bands regularly raid one another's oases, which 1d6 cold)
accounts for their warlike demeanor. Every twenty years Space/Reach: 5 ft./5 ft.
or so, a leader rises among the crucians and forges the vari-­ Special Attacks: Heat-sucking claw,
ous bands into a mighty force. This crucian army strikes icy gaze
out into cooler lands for booty and conquest, only to fall Special Qualities: Darkvision 60 ft.,
back into the desert once the creatures have wreaked their
fill of misery. heat reliant, immunity to fire, vulnerability to cold
Saves: Fort +1, Ref +5, Will +5
In negotiations, crucians are known to be cunning. Abilities: Str 14, Dex 18, Con 11, Int 7,Wis 12. Cha 14
They often employ verbal feints to draw others out and Skills: Listen +4, Sense Motive +3, Spot +4
get a better read on them, and they are keenly interested Feats: Dodge, Toughness
in figuring out how both friends and enemies think. Environment: Warm deserts
Organization: Solitary
Crucians speak Common and Draconic. More intelligent Challenge Rating: 3
crucians learn Sphinx, the language of the creatures that Treasure: Standard
share their desert homes. Alignment: Usually neutral
Advancement: By character class
COMBAT Level Adjustment: +2

When they can, crucians prefer to attack as a solid line to A slab of ice stands upright in the sand. Within it is a humanoid
prevent enemies from getting at their flanks. 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
CRUCIAN CHARACTERS blue and cold as a mountain glacier.

Crucian characters possess the following racial traits. Cursed cold ones were humanoids once, before their blood
— +4 Strength, -2 Dexterity, +6 Constitution, -2 was cursed and their forms changed to suit their new
reliance on warmth and heat. Such is their curse—their
Charisma bodies are heat sinks, so much so that should they ever
— Medium size. venture into an environment coo cold, they would freeze
—■Low-light vision. 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-­ Only the waste is hot enough to warm the limbs of a cursed cold one
ert lands. Bitter at their
enforced and permanent action to focus its icy gaze on an opponent and attack with
exile to the waste, cursed its icy slam at the same time.
cold ones are usually hos-­
tile to other creatures, Immunity to Fire (Ex): Any magical attack that
especially those native to deals fire damage to a cursed cold one heals 1 point of
temperate environments. damage for each 3 points of damage the attack would
otherwise deal. If the amount of healing would cause a
Geluns live in conclaves cursed cold one to exceed its full normal hit points, it
out in the open sands gains any excess as temporary hit points. A cursed cold
where shadows are scarce one can only gain temporary hit points from this ability
and the heat is the fiercest. equal to its full normal hit points (25 extra hit points for
Even then, many con-­ an average cursed cold one). Temporary hit points gained
claves must suffer through in this fashion last for 1 hour. For example, a cursed cold
cold desert nights, where one hit by a fireball gains back 6 hit points if the damage
the temperature drops so total is 18 points. A cursed cold one gets no saving throw
much that all present risk against fire effects.
freezing solid until the
rising sun returns their Vulnerability to Cold (Ex): A cursed cold one takes
mobility. Great bonfires at half again as much (+50%) damage as normal from the
the center of each conclave effect, regardless of whether a saving throw is allowed,
usually forestall this event, or if the save is a success or failure. It a cursed cold
but bonfires require good supplies of coke or wood, one fails its save against a cold effect, it is also dazed
which means foraging, raiding, and some­ for 1 round.
times 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

DESERT DEVIL (ARATON) A desert devil stands roughly 6 feet tall and weighs about
190 pounds.
Aratons speak Infernal and Common.
Medium Outsider (Evil, Extraplanar, Lawful)

Hit Dice: 8d8+24 (60 hp) COMBAT
Initiative: +6
Speed: 30 ft. (6 squares) A desert devil attacks with its whirling,
Armor Class: 22 (+2 Dex, +10 natural), touch 12, flat- deadly scimitars. A desert devil's scimitars
are treated as evil-aligned and lawful-aligned
footed 20 for the purpose of overcoming damage
Base Attack/Grapple: +8/+10
Attack: Scimitar +11 melee (1d6+2/ reduction.
Desert Halo (Su): A halo of
18-20)
Full Attack: 2 scimitars +7 abrasive dust swirls and screams
around the araton in a 10-foot-
melee (1d6+2/18-20) radius spread. The swirling dust
Space/Reach: 5 ft./5 ft. abrades any creature within
Special Attacks: Desert it or attempting to move
through it. Any creature
halo passing through the haze
Special Qualities: Damage reduction

5/silver or good, darkvision 60 ft.,

immunity to fire, regeneration 3, takes 2d6 points of dam-­

spell resistance 16 age per round from the

Saves: Fort +9, Ref +8, Will +6 abrasive sand.

Abilities: Str 15, Dex 15, Con 16, Int Regeneration (Ex): Desert devils

6,Wis 10, Cha 12 take normal damage from silvered

Skills: Balance +4, Climb +13, Escape weapons, good-aligned weapons,

Artist +13, Intimidate +12, Jump and spells or effects with the good

+ 4, Listen +13, Spot +13, Tumble descriptor.

+13, Use Rope +2 (+4 involving A desert devil that loses a piece

bindings) of its body regrows it in 2d6+10 min-­

Feats: Alertness, Improved Initia­ utes. Holding the severed member

tive, Weapon Focus (scimitar), against the stump enables it to reat-­

Whirlwind AttackB tach instantly.

Environment: Nine Hells of Baator

Organization: Solitary DINOSAUR
Challenge Rating: 6

Treasure: Standard Some dinosaurs prefer the waste

Alignment: Always lawful evil because it offers what most dinosaurs

Advancement: 9-16 HD (Medium); seek: rugged, isolated areas that hu-­

17-24 HD (Large) manoids seldom visit.

Level Adjustment: +6 PROTOCERATOPS

The howl and scream of sand heralds Tbe waste calls to aratons Medium Animal
the approach of this creature. Swathed
in a halo of blowing grit and dust, a Hit Dice: 5d8+20 (42 hp)
humanoid with flayed, sand-blasted flesh
appears. In each of its hands, it wields a Initiative: +0
scimitar red with the its own constantly
oozing blood. 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)

These sandstorm-cloaked devils are sometimes mistaken Full Attack: Bite +6 melee (1d8+4)

tor undead because the sands that swirl about them con-­ Space/Reach: 5 ft./5 ft.

stantly flay their gruesome bodies. Only a desert devil's Special Attacks: Powerful charge

power of regeneration keeps it healthy. Desert devils are Special Qualities: Low-light vision, scent

actually humanlike devils that wear nothing but shroud-­ Saves: Fort +8, Ref +4, Will +2

ing sand. They are sometimes called aratons. Abilities: Str 16, Dex 11, Con 19, Int 1, Wis 12, Cha 6

Skills: Listen +5, Spot +5, Survival +9

Feats: Alertness, Endurance effective defenses. A threatened protoceratops lowers its
Environment: Warm deserts head and charges, attempting to bull rush an enemy and
Organization: Solitary, pair, or herd (4-7) escape. If it cannot get away, it attempts to charge as often
Challenge Rating: 3 as possible.
Treasure: None
Alignment: Always neutral Powerful Charge (Ex): A protoceratops deals 2d8+11
Advancement: 6-10 HD (Medium); 11-15 HD (Large) points of damage when it makes a charge.
Level Adjustment: —
Skills: Protoceratops have a +4 racial bonus on Survival
checks.

This beast looks like a small triceratops, with a bony frill behind DIPROTODON
its head and a sharp beaked mouth. It lacks the triceratops's
horns, however, and is roughly the size of a large dog. Large Animal
Hit Dice: 9d8+36 (76 hp)
Protoceratops is a desert-dwelling herbivorous dinosaur Initiative: +0
that roots for tubers below the baked earth and grazes Speed: 40 ft. (8 squares), burrow 10 ft.
on the rough leaves of desert weeds. It has a thick, Armor Class: 14 (-1 size, +5 natural), touch 9, flat-
bony skull and a tough hide to protect it from climate
and predators. footed 14
Base Attack/Grapple: +6/+18
A protoceratops is 6 to 8 feet long and weighs about Attack: Gore +13 melee (1d8+8)
900 pounds. Full Attack: Gore +13 melee (1d8+8) and 2 claws +8

Combat melee (1d8+4)
Space/Reach: 10 ft./5 ft.
Protoceratops are not very aggressive, but because they are Special Attacks: Trample 2d6+12
the favored prey of larger creatures, they have developed 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.

Protoceratops travel in herds Combat

Although mild mannered in general, a diprotodon
is intensely territorial and does not hesitate to stamp

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.

Vicious diprotodons defy their marsupial roots. 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.

an intruder into the ground. A diprotodon can move Combat

as quickly as a camel, despite its lumbering appear-­ Dire hippopotami lurk submerged near the shores of

ance, and when it charges, it often catches opponents their habitats, waiting for prey to come to the water to

off guard. drink (usually just after dusk and just before dawn).

Trample (Ex): Reflex half DC 22. The save DC is Though not particularly stealthy, they are usually

Strength-based. obscured by the water, allowing them to get close

enough for a sudden, brutal attack—which is often

DIRE ANIMAL more than enough.
Improved Grab (Ex): To use this ability, a dire hippo-­
potamus must hit with its bite attack. It can then attempt
Dire animals are larger, tougher, meaner versions of to start a grapple as a free action without provoking attacks
ordinary animals. In the waste, each kind tends to have a of opportunity.
feral, parched, or even scorched appearance.
Hold Breath (Ex): A dire hippopotamus can hold its
DIRE HIPPOPOTAMUS breath for a number of rounds equal to 8 x its Constitution

Huge Animal score before it risks drowning.

Hit Dice: 18d8+126 (207 hp) Skills: A dire hippopotamus has a +8 racial bonus

Initiative: -2 on any Swim check to perform some special action

Speed: 30 ft. (6 squares), swim 30 ft. or avoid a hazard. It can always choose to take 10 on a

Armor Class: 18 (-2 size, -2 Dex, +12 natural), touch 6, Swim check, even if distracted or endangered. It can

flat-footed 18 use the run action while swimming, provided it swims

Base Attack/Grapple: +13/+-33 in a straight line.

Attack: Bite +23 melee (2d8+12/19-20)

Full Attack: Bite +23 melee (2d8+12/19-20)

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.

Dire jackals hunt day or night 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 JACKAL DIRE PUMA

Large Animal Large Animal
Hit Dice: 4d8+8 (26 hp) Hit Dice: 6d8+24 (51 hp)
Initiative: +2 Initiative: +3
Speed: 60 ft (12 squares) Speed: 50 ft. (10 squares), climb 20 ft.
Armor Class: 13 (-1 size, +2 Dex, +2 natural), touch 11, Armor Class: 16 (-1 size, +3 Dex, +4 natural), touch 12,

flat-footed 11 flat-footed 13
Base Attack/Grapple: +3/+12 Base Attack/Grapple: +4/+13
Attack: Bite +7 melee (1d6+5) Attack: Bite +9 melee (1d8+5)
Full Attack: Bite +7 melee (1d6+5) Full Attack: Bite +9 melee (1d8+5)and 2 claws +3 melee
Space/Reach: 10 ft./5 ft.
Special Attacks: Trip (1d6+2)
Special Qualities: Low-light vision, scent Space/Reach: 10 ft./5 ft.
Saves: Fort +6, Ref +6, Will +5
Abilities: Str 20, Dex 14, Con 15, Int 2, Wis 13, Cha 8 Special Attacks: Improved grab, pounce, rake 1d6+2
Skills: Jump +10, Listen +5, Spot +5, Survival +3* Special Qualities: Low-light vision, scent
Feats: Alertness, Track Saves: Fort +9, Ref +8, Will +6
Environment: Warm deserts Abilities: Str 20, Dex 17, Con 19, Int 2, Wis 12, Cha 6
Organization: Solitary or pair Skills: Balance +11, Climb +21, Hide +3*, Listen +5, Move
Challenge Rating: 2
Alignment: Always neutral Silently +7, Spot +5
Advancement: 5-9 HD (Large); 10-12 HD (Huge) Feats: Alertness, Track, Weapon Focus (bite)
Level Adjustment: — Environment: Warm hills
Organization: Solitary or pair
This hulking canine is as big as a pony, is covered in shaggy tan Challenge Rating: 4
fur, and sports large, sharp teeth. Its ears fan bock as it bares its Treasure: None
fangs in a hungry smile. Alignment: Always neutral

Advancement: 7-12 HD (Large); 13-18 HD (Huge)
Level Adjustment: —


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