Excerpts 03/04/2005


Sandstorm Excerpt
By Bruce R. Cordell, Jennifer Clarke-Wilkes, JD Wiker



Explore environments that can challenge even the most experienced desert dweller in Sandstorm, the latest supplement in the environmental series of D&D books. Information for both players and Dungeon Masters includes new races, spells, feats, magic items, prestige classes, and monsters associated with deserts and other wastelands. Also, as with Frostburn, read about specific types of terrain (such as supernatural wastes) plus the hazards associated with them. Our sneak peek includes a look at the formation of waste environments, races and feats, prestige classes, spells, and a new creature.

Spell Descriptions

Magic of the waste invokes the fearsome power of heat, sand, sun, and thirst.

Body blaze

Body Blaze
Evocation [Fire]
Level: Sorcerer/wizard 3
Components: V, S, M
Casting Time: 1 standard action
Range: Personal; see text
Target: You
Duration: 1 round/level (D)

You are surrounded in flame, which does not harm you or your equipment.

When you move, you leave a vertical trail of flame in your wake.

The sheet of flame left behind you is up to 20 feet high, 2 inches wide, and lengthens as you move, exactly following the path you take across a horizontal surface -- you leave no trail on vertical surfaces or through the air because the sheet of flame must be anchored on a horizontal surface. The blazing wall deals 2d6 points of fire damage +1 point of fire damage per caster level (maximum +20) to any creature passing through it. If you pass through a square more than once, the damage dealt by the wall to creatures moving through that square does not increase. You take no damage from your own blazing wall.

If you overrun a creature or otherwise manage to pass through its square, each creature takes damage as if passing through the wall. If any 5-foot length of wall takes 20 points of cold damage or more in 1 round, that section goes out.

Material Component: A small piece of phosphorus.

Sandstorm
Conjuration (Creation) [Air, Earth]
Level: Druid 6
Components: V, S
Casting Time: 1 standard action
Range: 40 ft./level
Area: 40 ft./level radius cylinder 40 ft. high
Duration: 10 min./level
Saving Throw: Fortitude negates
Spell Resistance: No

You create a duststorm or sandstorm. Sandstorm uses the parameters of control winds (see page 214 of the Player's Handbook), differing from that spell as shown above and as follows. A spellcaster who knows sandstorm need not be in an area of exposed, sandy soil to create the effects described below -- this spell conjures both sand and wind.

Duststorm Strength: For every three caster levels, you can increase or decrease wind strength by one level. Wind speeds of less than severe are insufficient to carry suspended sand. (Wind strength and related duststorm effects are briefly summarized below, with more detail found on page 16.) Each round on your turn, creatures in the area must make Fortitude saves or suffer the effects of being in the wind, as well as the effects of suspended grit.

A severe wind (31+ mph) causes minor ship and building damage, and creates a duststorm with fine grains of sand that reduces visibility, smothers unprotected flames, and even chokes protected flames.

A windstorm (51+ mph) drives most flying creatures from the skies, uproots small trees, knocks down light wooden structures, tears off roofs, and endangers ships. Wind of this speed creates a sandstorm that badly reduces visibility and deals 1d3 points of nonlethal damage each round to anyone caught out in the open.

Hurricane force winds (75+ mph) destroy wooden buildings, sometimes uproot even large trees, and cause most ships to founder. Wind of this speed creates a flensing sandstorm that severely reduces visibility and deals 1d3 points of lethal damage each round to anyone caught out in the open.

A tornado (175+ mph) destroys all nonfortified buildings and often uproots large trees. Tornado-force sandstorms are of the flensing variety.

Wither
Necromancy
Level: Sorcerer/wizard 4
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One living creature
Duration: Instantaneous
Saving Throw: Fortitude partial
Spell Resistance: Yes

This spell drains moisture from the body of a living creature. The target takes 1d6 points of dessication damage per caster level (maximum 10d6) and is dehydrated (see Chapter 1 for rules on dessication damage and dehydration). A creature that makes a successful Fortitude save takes half damage and is not dehydrated. A plant or elemental of the water subtype instead takes 1d8 points of dessication damage per caster level (maximum 15d8).

Material Component: A pinch of powdered bone.

Recent Excerpts
(MORE)
Recent Articles
(MORE)

About Us Jobs New to the Game? Inside Wizards Find a Store Press Help Sitemap

©1995- Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc. All Rights Reserved.

Terms of Use-Privacy Statement

Home > Games > D&D > Articles 
You have found a Secret Door!
Printer Friendly Printer Friendly
Email A Friend Email A Friend
Discuss This ArticleDiscuss This Article