Sunday, January 2, 2011

Campaign Design - Spells: Pillar of Sand

Pillar of Sand (found in the Dragon Magazine #351)
Transmutation [Earth]

Components: V, S, F
Casting Time: 1 standard action
Range: Touch
Target, Effect, or Area: See text
Duration: 1 round per caster level (D)
Saving Throw: Reflex (see text)
Spell Resistance: No

You create a cylindrical pillar of sand that rises from the ground, carrying your target with it. Creatures within 10 feet of the target also rise unless they jump clear with a successful Reflex save.

This spell only works in sandy regions such as dunes, beaches, and deserts, since the sand that makes up the pillar is drawn from the surrounding area. The top of the pillar is a solid and level circle with a 10-foot radius centered around the target of the spell. The solid top of the pillar is only an inch thick; the rest of it is very loose, thus requiring less sand than the volume would otherwise indicate.

Once the pillar is formed, it can rise as high as available sand allows, up to 10 feet per caster level. You can make the column shorter than its maximum height if you wish. If the pillar of sand or those upon it strikes another solid object such as a cavern ceiling, the pillar automatically stops rising. Aside from these restrictions, you can raise and lower the pillar 10 feet per round as a free action. The pillar has Armor Class 9 + your Intelligence modifier, Hardness 5, and 10 hit points per caster level. If reduced to 0 hit points or affected by a move earth or successful dispel magic, the pillar collapses and the creatures atop it fall.

The pillar remains stationary unless willed to move by the caster or the target creature (in the case where the caster or target creature disagree on where the pillar should go, the caster's will wins out). The pillar has a move speed equal to 10 feet per five caster levels, to a maximum of 40 feet. The pillar cannot cross water. The pillar cannot move into or through an occupied square. A creature moving into the pillar of sand takes 1d4 points of damage per round and becomes blinded for 1d6 minutes. A successful Reflex save halves the damage and negates the blindness.

Creatures other than the target of the spell riding atop the pillar can step off and on, such as onto or off a nearby balcony, without affecting its stability or dispelling it. If the target of the spell steps off the top of the pillar, it immediately collapses. The caster can collapse the pillar at any time by dismissing the spell. Creatures stepping off the pillar take falling damage depending upon the pillar's height.

Focus: Enough sand to create the pillar, such as found on a beach or in desert terrain. Pebbles less than an inch across, grit, or even loose shale can also serve as sand, but solid stone, packed earth, mud, or rocks more than an inch across cannot. The spell requires 500 cubic feet of sand per 10 feet in height.

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