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Chapalu's Desert Control (3.5e Spell)

Author: Eiji-kun (talk)
Date Created: 7-1-18
Status: Complete
Editing: Clarity edits only please
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Chapalu's Desert Control
Transmutation [Earth]
Level: Cleric 4, Druid 4
Components: V, S, DF
Casting time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Area: Sand, dust, or other granular substance in a volume of 10 ft./level by 10 ft./level by 2 ft./level (S)
Duration: 1 minute/level (D)
Saving Throw: See text
Spell Resistance: No

Call me a sand-witch one more time and I'll have you buried!

This spell grants control over any sand or sand-like granular substance within the area. You gain various abilities which you can activate at any time within the duration, selecting a new area within your range each time. Upon first casting this spell you can invoke any one of these effects as a free action.

Bury: The caster invokes a massive upturning of sand, burying all creatures within the spell area. Creatures take 1d6 points of non-lethal damage/2 levels (maximum 10d6 at 20th) and are buried up to their waist in sand leaving them immobile and effectively prone. They can pull themselves (or an ally can pull them) free with a Strength check of 20 as a full round action, or as a standard action at DC 25. A successful save halves the damage and negates the immobile and prone effects, through they remain entangled for 1 round. Use of this ability ends the spell.

Desert Blade: The caster attacks the ground as a standard action, and a sandy copy of themselves wielding their weapon appears up to Long range away from them to make a single melee attack. Your sand doppleganger carries any properties of your weapon with you and is considered to be threatening from that square allowing you to make attacks of opportunity with it. The copy stays until you use a different ability from this spell, or until you use Desert Blade again and reform it elsewhere (or in the same place). The copy is effectively immune to damage, as the sand it is composed of simply flows back into shape if disturbed.

Pushing Wave: You generate a tidal wave within the sand itself as a standard action. Creatures on top of the sand must make a Reflex save against they and the surrounding sand moving up to 60 ft horizontally in the direction of your choice. Going uphill cuts the movement in half, while going downhill doubles it. The forced movement does not provoke attacks of opportunity. A successful save negates the movement, but the ground is unsteady below their feet for 1 round in the original area. They must succeed on a DC 15 Balance check whenever they attempt to move through the area, or fall prone.

Shape Landscape: As a standard action you cause the area of sand to either raise or lower, shaping it as you see fit up to 5 ft each round pulling surrounding sand as needed. The sand will maintain all sorts of shapes including structurally impossible ones such as a tower of sand, but once the duration ends the sand settles naturally as gravity would dictate it.

While this spell is active, you suffer no difficult terrain or other effects from sandy and other mundane granular environmental hazards. Magical hazards still affect you normally.

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