AQspells

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    d20 System Conversion of: Arabian Adventures

    Sah is the designation given to elemental specialist mages.

    Zero-level Spells

    Attract Evil Eye

    Universal

    Level: Brd 0, Sah [universal] 1

    Components: V, S, M

    Casting Time: 1 action

    Range: Close (25 ft. + 5 ft./2 levels)

    Target: 1 creature

    Duration: InstantaneousSaving Throw: Will negates

    Spell Resistance: Yes

    This spell attracts misfortune to the target. But if it fails, misfortune may attach to you

    instead. It only works where the evil eye is a natural phenomena, such as Zakhara.

    If the saving throw caused by this spell succeeds, you have instead attracted the evil

    eye to yourself, just as if you had cast this spell on yourself. You still get a normal saving

    throw to negate the effect.

    Material Component: a black pebble.

    Notes: The evil eye is a natural force in Zakhara. This spell merely calls on the evil

    eye; it does not power the curse.

    The evil eye is described in chapter 5 of Arabian Adventures, but here is a conversion

    of the effects to 3E: -2 penalty to saving throws, ability checks, and skill checks; new

    encounters are indifferent at best.

    Whenever a character attracts the evil eye, whether through bragging and rude

    manners or through this spell, a Will saving throw is called for. A good creature receives

    a +4 modifier on this saving throw; an evil creature receives a -4 penalty. If the Will

    saving throw fails, the target falls under the curse of the evil eye.

    This curse can be removed through spells like remove curse and atonement, but it

    cannot be dispelled. Constant dedication to virtuous, modest and selfless actions by an

    afflicted character may also break the evil eye, granting a new Will saving throw every

    24 hours of such behavior.

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    Avert Evil Eye

    Abjuration

    Level: Brd 0, Sah [universal] 1

    Components: V, S, M

    Casting Time: 1 actionRange: Touch

    Target: 1 creature

    Duration: Permanent or 24 hours/level

    Saving Throw: Will negates

    Spell Resistance: Yes

    This is a common and popular spell in the Land of Fate. The danger of the evil eye is

    ever present, and the wise and the cautious often seek protection from its glare. Avert evil

    eye protects one creature against this danger.

    The wizard casts the spell upon a single blue bead made of glass, while voicing the

    recipient's common name (or identity). The caster must touch the bead, but he needn't

    touch the recipient. The bead is then sewn into the fabric of the recipient's outer clothing,

    or crushed and placed in the recipient's drink. Most rulers with a wizard handy prefer the

    latter method; the outward show of such a bead might be construed as fear and a wise

    emir does not show fear to his people.

    As long as the bead is worn - or 24 hours per caster level, if it's imbibed - any saving

    throw against the evil eye is automatically successful.

    This spell can also be used to remove an evil eye that is already affecting the target.

    But in this case, the caster must make a Will saving throw (DC 15) or have the evil eye

    placed upon himself besides removing the curse.

    Material Component: a blue pebble.

    Sand Jambiya

    Transmutation [Earth]

    Level: Brd 0, Sah [sand] 0, Sor/Wiz 1

    Components: V, S, M

    Casting Time: 1 action

    Range: TouchTarget: 1 sand jambiya

    Duration: 1 minute/level (D)

    Saving Throw: None

    Spell Resistance: None

    This spell turns a fistful (half a pound) of normal sand into a jambiya (Arabian

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    dagger). The weapon is as hard as steel, but cannot be affected by magnetic forces, and it

    is not a good conductor for heat or electricity. It otherwise functions as a magical weapon

    with an enchantment bonus of +1.

    A sand jambiya crumbles into loose sand under the following conditions: when it's

    dispelled, upon the caster's mental command, upon the casters death or loss ofconsciousness, or at the end of the spell's duration.

    Material Component: A fistful (half a pound) of dry sand.

    Sea Sight

    Divination [Water]

    Level: Sah [sea] 0, Sor/Wiz 1

    Components: V, S, M

    Casting Time: 1 action

    Range: Touch

    Target: 1 creature

    Duration: 1 minute/level

    Saving Throw: Will negates (harmless)

    Spell Resistance: Yes (harmless)

    The recipient of this spell gains the ability to see beneath the waves almost as easily as

    he can on land.

    His range of vision underwater becomes twice what it is normally. Modifications

    because of depth, underwater vegetation, and darkness still apply.More importantly, sea sight enables a recipient who is above the water surface to stare

    down into it without the problems of refraction and reflection.

    For example, an ocean-faring character can normally see up to 100 feet underwater.

    With this spell, this is doubled to 200 ft.. If he stands on a ship deck 20 feet above the

    water, he can still see 180 feet below the surface. In this way, he can watch for attackers

    swimming up from below. The material component of sea sight is the eye of an octopus

    or squid, which is destroyed during the casting.

    WaterbaneAbjuration [Water]

    Level: Sah [sea] 0, Sor/Wiz 0

    Components: V, S, M

    Casting Time: 1 action

    Range: Touch

    Target: 1 creature or object

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    Duration: 24 hours or 1 day/level

    Saving Throw: Will negates (harmless, object)

    Spell Resistance: Yes (harmless)

    This spell keeps the caster, another being, or an object of up to large size fromretaining liquid and getting wet. The recipient can walk through a pouring rain, dive into

    a pool, or stand beneath a waterfall, and he'll still emerge with dry clothing.

    Liquids still touch the target of this spell, so a contact poison or corrosive acid still has

    normal effect, and a sudden onrush of water can move or even crush the target. But once

    the liquid pours away, none of it will stay on the recipient, leaving him comfortably dry.

    Waterbane prevents continuing damage from vials of oil or acid, as the liquid will not

    stick to the target of this spell.

    The spell does not enable the recipient to breathe underwater or swim.

    The duration is normally 24 hours, but if cast on an object, it lasts 1 day/level. For

    instance, a grain barrel protected with waterbane can be cast into the sea, and then wash

    ashore several days later with its contents completely dry.

    Material Component: A bit of wax

    First-level Spells

    Alter Minor Winds

    Transmutation

    Level: Sah [wind] 1, Sor/Wiz 1

    Components: V, S, F

    Casting Time: 1 full round

    Range: Close (25 ft. + 5 ft./2 levels)

    Area: Circle emanating from you to the extreme of the range.

    Duration: 1 minute/level

    Saving Throw: Will negates (object)

    Spell Resistance: Yes (object)

    This spell enables the caster to harness a nonmagical wind and change its force by onerank, as shown on 3-17, Wind Effects, in the DMG. For example, a light wind can

    become a moderate wind and a moderate wind either can be diminished to light wind or

    increased to a strong wind. The spell works equally well in an enclosed area, such as a

    dungeon, where wind conditions are considered light.

    This spell can only alter or result in light, moderate, and strong winds. You cannot

    control wind direction with this spell.

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    The change caused by this spell is immediate, with the area of effect centered on the

    caster. It can be cast several times, with cumulative effects. When the alter wind spell

    ends, the air returns to its original state.

    Focus: A small silver tube worth at least 10 gp.

    Fire Truth

    Divination

    Level: Bard 1, Sah [flame] 1

    Components: V, S, M

    Casting Time: 1 minute

    Range: Touch

    Target: 1 creature

    Duration: 1 minute/level or until discharged (D)

    Saving Throw: Will negates

    Spell Resistance: Yes

    By means of this spell, the caster and those accompanying him can determine whether

    someone speaks the truth or knowingly lies. Fire truth is used most often in business and

    matters of state where the veracity is important, and the target creature is (supposedly)

    willing and interested in telling the truth. When signing a contract, for example, that

    target is often asked to verbally attest to his honesty. (Is the information here true? Do

    you plan to uphold this contract?)

    A special candle serves as the material component of this spell (see below). Its flameis fed by the veracity of the target individual's words - whether they're spoken aloud or

    given in sign language or written form.

    When casting the spell, the wizard must light the candle and the target must hold it

    while speaking. If the target lets go of the candle, the spell ends. The flame of the candle

    is linked to the holders truthfulness. An intentional half-truth or slight deception causes

    the flame to gutter. An outright lie extinguishes the flame ending the spell. Otherwise the

    spell lasts for the duration, or for one statement per level of the caster, whichever comes

    first. At the end of that period, the flame flares brightly, then goes out.

    Truth is subjective to the target. If the target truly believes something, then the candleregisters it as truth. "I don't know" or a similar response has no effect on the candle if the

    target is truly ignorant.

    The fire truth spell can be rendered useless by other magics that would stop a discern

    lies spell. A Will saving throw will prevent the candle from sensing deceptions, but a new

    such save must be made each time the target lies or is evasive. Repeating the same

    question several times can be a viable tactic here.

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    Material Component: The special candle required for this spell is made of a rare form

    of desert bee's wax. It has a price of 10 gp.

    Float

    Transmutation

    Level: Sah [sea] 1, Sor/Wiz 1

    Components: V, S, M

    Casting Time: 1 action

    Range: Touch

    Target: 1 creature or object

    Duration: 10 minutes/level

    Saving Throw: Will negates (harmless, object)

    Spell Resistance: Yes (harmless, object)

    A recipient of this spell becomes exceptionally buoyant in water. He floats straight up

    to the surface like a cork, carrying up to 10 pounds of baggage per level of the caster.

    Air-breathing creatures with benefit of this spell are safe from drowning unless they are

    prevented from rising to the surface.

    The float spell does not imbue the recipient with the swimming skill, but it keeps a

    character on the surface, where he can breathe. It also negates load penalties to the Swim

    skill for 10 pounds per level of caster.

    If the caster touches an object instead of a creature, he can successfully float an item

    weighing up to 10 pounds per caster level. (This is harder than lifting a creature, who intheory is already somewhat buoyant.). For example, an experienced wizard might use

    float to raise a treasure chest from the sea floor.

    At 20 feet per round, the ascent is swift, but the recipient stops if he (or it) encounters

    some obstacle. There are no ill effects of this rapid rise, regardless of his original depth.

    A floating creature moves around as he normally would; the spell does not interfere

    with normal swimming or movement, even if the recipient is diving or swimming

    downward. However as soon as the individual stops swimming, he floats toward the

    surface.

    Material Component: A bit of cork.

    Move Sand

    Transmutation [Earth]

    Level: Sah [sand] 1, Sor/Wiz 1

    Components: V, S

    Casting Time: 1 action

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    Range: Close (25 ft. + 5 ft./2 levels)

    Area: 3-ft. cube/level (S)

    Duration: 1 round/level

    Saving Throw: Will negates (object)

    Spell Resistance: Yes (object)

    This magic allows the caster to direct the movement of sand in a localized area - even

    against the forces of wind, gravity, and spells that are 2nd level or lower. Control is by

    sheer will and expressive gesture; the caster does not have to touch the sand directly but

    he must be able to see it during the spellcasting. In all cases, movement of the sand is

    slow and obvious.

    This spell only functions in areas with a large amount of loose sand or dry earth, such

    as a desert, beach, or windswept barren. All or part of the loose sand in the area can be

    moved (within limits of the spell). Move sand does nothing in areas of solid rock,

    abundant plant life or great moisture; all three cause the spell to fail.

    Move sandcan prevent sand from blowing or drifting into a designated area, or help

    the caster dig out the area. It serves equally well in the careful removal of sand from

    buried objects (even the living). The spell also can serve to create a drift that temporarily

    blocks an enemy's view. In certain situations, move sand can be used to trigger a slide of

    sand from atop a dune, or to protect individuals caught in such a sand slide. To determine

    success, make a caster level check (1d20 + caster level) with a DC equal to the DC of the

    Strength check that would normally have been required. If unsuccessful, the caster can

    try again next round.

    If this spell is used to deliberately lift sand or dust that is stable or at rest, it can create

    a cloud, which obscures vision like obscuring mist, that lasts for as long as the caster

    concentrates upon it.

    The caster must concentrate on this spell to move sand or to create an obscuring cloud,

    but not to simply keep sand out of an area. The spell does not end if the caster ceases to

    concentrate; it merely does not move any sand until concentration is resumed.

    Sand Quiet

    Transmutation [Sonic]

    Level: Sah [sand] 1, Sor/Wiz 1Components: V, S, M

    Casting Time: 1 action

    Range: Touch

    Target: 1 creature or item

    Duration: 1 minute/level

    Saving Throw: Will negates (object)

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    Spell Resistance: Yes

    This spell causes silence to reign in the area immediately surrounding a touched item

    or creature.

    The target is muffled. All sounds emanating from the target - including those causedby something striking it - are transmitted far away and emitted in a random location

    (defined below). Likewise, sounds created by something that is held by or attached to the

    target are randomly displaced.

    Sand quietdoes not prevent the recipient from speaking words of activation, such as

    those for magical items. Nor does it prevent him from uttering the vocal components of

    spellcasting. The recipient's ability to cast a spell is unchanged as long as that spell does

    not have a sound-based effect. Sand quiet is not powerful enough to avert sonic attacks,

    but does prevent language-dependent spells.

    Where, then do the muffled sounds go? They emanate from the ground in a random

    location 1d100+100 ft. away. The new location may lie in any of the eight cardinal

    directions from the source - i. e., north, south, east west, and their combinations. (The

    DM rolls 1d8 and assigns a direction to each result.) Creatures at this location can hear

    the recipient of this spell clearly.

    Due to the injury, confusion, and annoyance such errant sounds can cause, several

    local emirs have forbidden the use of this spell within a mile of their palaces. Other rulers

    both permit and enjoy these interruptions. If the errant sounds appear interesting, the

    emirs may send out guards or mages to investigate. Adventurers should check local

    customs before casting sand quiet.

    Material Component: A handful of local dirt or sand.

    Sand Slumber

    Enchantment (Compulsion)

    Level: Sah [sand] 1, Sor/Wiz 1

    Components: V, S, M

    Casting Time: 1 action

    Range: Touch

    Target: 1 creatureDuration: 1 minute/level

    Saving Throw: Will negates

    Spell Resistance: Yes

    This spell causes a magical sleep to come upon a single, living being of any species,

    class, or level, provided the individual normally needs sleep.

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    If the save fails, the victim instantly sinks into a slumber for the duration of the spell,

    typically falling down and dropping held items. This fall never awakens the victim, but

    any subsequent violent impact or attack will do, as will shouts or other loud noise (like a

    nearby melee).

    Material Component: A pinch of very fine sand.

    Traceless Travel

    Transmutation [Earth]

    Level: Sah [sand] 1

    Components: V, S, M

    Casting Time: 1 action

    Range: Touch

    Target: 1 creature, plus 1 per 3 caster levels

    Duration: 10 minutes/level

    Saving Throw: Will negates (harmless)

    Spell Resistance: Yes (harmless)

    This spell allows the recipient - either an individual or his mount - to tread upon sandy

    ground without leaving a visible trace. On other ground, the spell is worthless. Nor will it

    confuse a creature that tracks by scent.

    This spell affects the one creature, and one additional creature for every three levels,

    but these additional creatures must follow right behind, in the casters footsteps, to have

    their tracks concealed.

    Material Component: A handful of sand and the caster's teardrop.

    Wind Compass

    Divination [Air]

    Level: Sah [wind] 1

    Components: V, S, M

    Casting Time: 1 action

    Range: PersonalTarget: You

    Duration: 1 hour/level (D)

    By casting this spell, the caster creates a tiny, moaning wind that sounds in his ear

    alone. Its steady tone is anchored to a single compass direction chosen by the caster.

    When his ear is turned toward that direction, the tone is correct. When the caster turns

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    aside from that direction moving his ear to the tight or left, the tone rises or falls

    accordingly. Returning to the proper course restores the proper hum. Loud noises may

    drown out the hum, but ordinary conversation does not.

    The wind compass spell is most useful on overcast nights and in blinding sandstorms,

    when visibility is greatly reduced. The spell allows the caster to travel unerringly in achosen direction. It cannot guide him along a complex or circuitous route, however nor

    can it help him find landmarks. It only reveals his heading.

    Material Component: A bit of earth mixed with spittle.

    Find Water

    Divination [Water]

    Level: Sah 1

    Components: V, S, M

    Casting Time: 1 action

    Range: Touch

    Target: 1 creature

    Duration: 1 hour/level

    Saving Throw: Will negates (harmless)

    Spell Resistance: Yes (harmless)

    This involved incantation imbues one creature with a remarkable "nose" for water.

    The individual can smell (or otherwise sense) the presence of drinkable water within 20

    miles plus 5 miles per level of the caster. The recipient can identify the direction in which

    the water lies, as well as the distance in miles.The spell only recognizes water sources containing 100 gallons or more. (A nearby

    water skin, for example, won't count.)

    If the recipient is above ground, only water lying 10 or fewer feet below the surface

    can be found. If the recipient is below ground himself, the spell can help him locate water

    lying up to 100 feet above or below his depth.

    Permanent water sources - wells, oases, cities, lakes, and seas - are automatically

    detected first, but the recipient has the option of ignoring any known sources of water.

    The spells percentile chance of finding water in the seemingly waterless deep desert

    normally equals the spell's range in miles. Roll percentile dice; if the result indicates thatwater is available, the die result indicates the distance in miles you have to travel to find

    it. Casting the spell twice over the same area where it previously failed to find water has

    small effect; the percentile chance of finding water can never be higher than the number

    of miles traveled since the spell was last cast plus the number of hours which have

    elapsed.

    Material Component: A drop of the casters sweat, spittle, or tears.

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    Second-level Spells

    Banish Dazzle

    Abjuration [Light]

    Level: Rgr 1, Sah [flame] 2, Sor/Wiz 2

    Components: V, S, M

    Casting Time: 1 action

    Range: Touch

    Target: 1 creature

    Duration: 10 minutes/level

    Saving Throw: Will negates (harmless)

    Spell Resistance: Yes (harmless)

    This magic enables the caster or another individual he touches to see clearly in or

    through blinding sun and light, free from the effects of heat shimmer. The recipient also

    receives saving throw bonuses of +4 vs. illusion (figment) spells involving vision, but

    does not grant any saving throws where such would not normally be allowed. The +4

    save bonus also applies against color spray, hypnotic pattern, pyrotechnics (fireworks

    only), flare, sundazzle, and similar visual spells designed to visually blind, hypnotize or

    dazzle. The recipient is not hindered by reflected sunlight, whether from a mirror, shiny

    shield or other device intended to create glare.

    Banish dazzle also prevents the recipient from being blinded by normal bright light. If

    the damage has already been done, banish dazzle can remove the effects. It cannot

    however, cure actual damage to the eyes. Nor can it protect the recipient against the

    effects ofblindness/deafness,power word, blindor similar spells.

    Material Component: A shard of any other clear crystal.

    Depth Warning

    Divination [Water]

    Level: Sah [sea] 2, Sor/Wiz 2Components: V, S, M

    Casting Time: 1 action

    Range: Close (25 ft. + 5 ft./2 levels)

    Target: 1 water vessel

    Duration: 1 hour/level

    Saving Throw: Will negates (harmless, object)

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    Spell Resistance: Yes (harmless)

    By means of this spell, a caster aboard a ship can alert the crew to a sudden change in

    depth. This is particularly valuable if the change is the result of a reef, shoal or

    underwater behemoth that may threaten the ship.The spell can detect any obstacle at least as large as the vessel's own keel out to the

    spell's range in all directions, but only under water. Whenever it detects a large obstacle a

    small voice magically alerts the caster, reporting the distance and direction in his ear (as

    long as he is within range). Only the caster can hear this voice and it will rouse him from

    an ordinary slumber.

    Once it begins the magical voice continues to provide readings of the obstacle's

    distance in 5-foot increments. Each time the distance changes by 5 feet the small voice

    records the change. If the obstacle passes out of range, the small voice notes this fact and

    then remains silent until something is detected later on.

    This spell does not provide physical protection against a collision with large objects,

    nor does it analyze what kind of object or danger it detects, only notification that they

    exist and how far away they are. A large, live object (such a whale) can activate the spell,

    provided the object is larger than the protected ship.

    Material Component: A clear glass bead.

    Diminish Desert Creature

    Transmutation

    Level: Sah [sand] 2

    Components: V, S, MCasting Time: 1 action

    Range: Close (25 ft. + 5 ft./2 levels)

    Target: 1 creature

    Duration: 1 minute/level

    Saving Throw: Will negates

    Spell Resistance: Yes

    This spell allows the caster to down-size a creature in height, width, volume, strength,

    and weight.The spell works best on desert creatures. "Desert creatures" refers to animals and

    monsters that are normally found in desert terrain, as well as individuals whose origins

    and backgrounds are in the desert (such as a desert nomad or tent-dweller). Against

    desert creatures, this spell works as described below. Against other creatures, this has the

    effect of the reduce spell.

    A desert creature shrinks to half the normal height, and the creatures gear shrinks

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    proportionally. This has the following effects:

    * The creature gains a -4 enlargement penalty to Strength.

    * The creature gains a +4 enlargement bonus to the Hide skill.

    * The creatures size becomes one step smaller, which will affect encumbrance, armorclass and attack bonus, and might reduce reach.

    * Mass decreases by a factor of eight.

    * Weapons and natural attacks decrease in size one step, decreasing their damage as

    shown below.

    Old Damage New Damage

    1d2 1 point

    1d3 1d2

    1d4 1d3

    1d6 1d4

    1d8 or 1d10 1d6

    1d12 1d8

    Magical properties of magic items that get smaller do not change.

    Dust Curtain (Evocation)

    Transmutation[Air, Earth]

    Level: Sah [sand, wind] 2, Sor/Wiz 2

    Components: V, S, M

    Casting Time: 1 action

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

    Area: One 20-ft cube/level (S)

    Duration: Concentration

    Saving Throw: NoneSpell Resistance: No

    This spell lifts a large amount of sand and dust from the ground and shapes it in the

    air. The whole dust cloud must be within the area covered by the spell, but it can be

    shaped as desired when the spell is cast, forming a cloud, figures, or just a thin sheet of

    dust, as desired.

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    Creatures surrounded by a dust cloud are blinded if they use eyes to see. All Listen

    checks receive a -10 modifier due to the rustling of the sand. Spellcasting inside the

    curtain requires a Concentration check (DC 10 + spell level). Even scent and most types

    of blindsight is negated by the chaotic dust storm.

    It is impossible to see into or through the curtain, so it provides full concealment (50%miss chance) to everybody within or on the other side.

    The caster must concentrate continuously to maintain the dust curtain. If the caster's

    concentration is broken, or the dust curtain is affected by any other magic that controls or

    creates winds (even a friendly effort intended to move the curtain along), the cloud or

    wall of dust collapses and dissipates. While concentration is maintained, the caster can

    reshape the dust curtain at will and move it up to 30 ft. each round.

    The dust curtain can only be cast in an area with significant dust, sand, or loose soil to

    support a dust storm. The dusty earth of a village street is sufficient. Also suitable are a

    desert, a beach, or a tomb that has not been disturbed for ages. But the stone of a city

    street won't work, nor will an outcropping of solid rock, moist soil or a jungle growth.

    The wizard casts the spell with a whispered incantation.

    Material Component: A handful of sand.

    Enlarge Desert Creature

    Transmutation

    Level: Sah [sand] 2

    Components: V, S, MCasting Time: 1 action

    Range: Close (25 ft. + 5 ft./2 levels)

    Target: 1 creature

    Duration: 1 minute/level

    Saving Throw: Will negates (harmless)

    Spell Resistance: Yes (harmless)

    This spell allows the caster to increase the size of a creature in height, width, volume,

    strength, and weight. Before casting, wizards should note that they'll gain no more and noless control over the enlarged creature than they had before.

    The spell works best on desert creatures. "Desert creatures" refers to animals and

    monsters that are normally found in desert terrain as well as individuals whose origins

    and backgrounds are in the desert (such as a desert nomad or tent-dweller). Against other

    creatures, this has the effect of the enlarge spell.

    A desert creature grows to double the normal height, and the character's gear grows

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    proportionally. This increase has the following effects:

    * The creature gains a +4 enlargement bonus to Strength.

    * The creature suffers a -4 enlargement penalty to the Hide skill.

    * The creatures size becomes one step larger, which will affect encumbrance, armorclass and attack bonus, and might increase reach.

    * Mass increases by a factor of eight.

    * Weapons and natural attacks increase in size one step, increasing their damage as

    shown below.

    Old Damage New Damage

    1d2 1d3

    1d3 1d4

    1d4 1d6

    1d6 1d8

    1d8 2d6

    1d10 2d6

    1d12 2d8

    Magical properties of magic items that get bigger do not change.

    An ornery wizard might hope to harm the target by increasing its size beyond that of

    its immediate surroundings. That can't happen. When the target meets a resisting force

    (even a tent ceiling), growth stops before damage is incurred.

    The material component is a small stick of mahogany or teak.

    Burst of Sparks

    Transmutation [Fire]

    Level: Sah [flame] 2, Sor/Wiz 2

    Components: V, S, M

    Casting Time: 1 actionRange: Close (25 ft. + 5 ft./2 levels)

    Target: 30 ft. radius around a fire source

    Duration: Instantaneous

    Saving Throw: Reflex half

    Spell Resistance: Yes

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    This magic causes a fire to extinguish itself instantly, exploding into fiery sparks

    The spell creates one spark per level of the caster, regardless of the size of the original

    fire source, with a maximum of 10 such sparks at level 10. These short-lived streamers of

    flame leap from the fire source in a direction determined by the caster. If the caster does

    not choose a course, the sparks fly outward in random directions. A spark travels up to 30feet from its source, and can set fire to any combustibles it touches.

    No more than half the sparks can strike any single creature. Each creature targeted can

    attempt a Reflex saving throw for half damage.

    This spell is typically cast on a torch or campfire. It can produce sparks from a

    magical fire or from a natural conflagration of huge size or larger (any dimension larger

    than 10 ft.), but cannot put out such a powerful fire. A candle or other fine fire (smallest

    dimension less than 1 inch) will go out, but cannot produce any sparks.

    In addition to a fire source, this spell requires a handful of ashes, into which a drop of

    the casters spittle or tears has been placed.

    Flying Jambiya

    Transmutation

    Level: Sah [wind] 2, Sor/Wiz 2

    Components: V, S

    Casting Time: 1 action

    Range: Initial Touch, later Medium (100 ft. + 10 ft./level)

    Target: 1 metal daggerDuration: 1 round/level (D)

    Saving Throw: No

    Spell Resistance: No

    This specialized magic enables a wizard to send a dagger (possibly that created by the

    sand jambiya spell) after a target like a hawk after a desert rat.

    The spell causes the dagger to fly and attack by itself. It strikes the opponent the

    character designates, starting with one attack the round the spell is cast and continuing

    each round thereafter. It uses the character's caster level as it's attack bonus (possiblyallowing it multiple attacks per round in subsequent rounds). It is wielded with a Strength

    of 10, and any magic on the blade functions normally. The weapon can be sundered or

    disarmed, in which case the spell ends. It is not otherwise affected by attacks.

    The weapon does not get a flanking bonus or help a combatant get one. The caster's

    feats (such as Weapon Focus) or combat actions (such as charge) do not affect it. It can

    make one attack of opportunity per round against it's target (and only it's target) per the

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    normal rules, moving along with the target and constantly threatening him, but it is not

    itself subject to attacks of opportunity.

    If the target goes beyond the spell range, or out of the casters sight, the weapon

    returns to the character and hovers.

    Each round after the first, the caster can use a standard action to switch the weapon toa new target. If the caster does not, the weapon continues to attack the previous rounds

    target. On any round that the weapon switches targets, it gets one attack. Subsequent

    rounds of attacking the same target allow the weapon to make multiple attacks if it's base

    attack bonus would allow it to.

    Pillar of Sand (Alteration)

    Transmutation [Earth]

    Level: Sah [sand] 2

    Components: V, S

    Casting Time: 1 action

    Range: Touch

    Area: Pillar of sand with 10 ft. radius, up to 10 ft high per caster level

    Duration: 1 minute/level (D)

    Saving Throw: None

    Spell Resistance: No

    This spell creates a cylindrical pillar of sand that rises from the desert floor, carryingthe caster up toward the sky for a bird's eye view. The spell only works in a sandy region,

    since the sand that makes up the pillar is drawn from the surrounding area. The top of the

    pillar is a level circle with a 10 ft. radius, centered around the target spot, and all

    creatures in the area risen and sink along with the pillar.

    The pillar can rise as high as available sand allows or as high as the caster desires, to a

    maximum of 10 feet per level of the caster. Beings atop the pillar can see far away, reach

    high things and possibly escape spells that are cast at ground level. However, if the sand

    pillar or those upon it strike another resisting object (a cave ceiling, for example), the

    pillar automatically stops rising. Aside from such restrictions, the caster can raise andlower the pillar 10 feet per round as a free action, as long as he is in touch with it.

    The pillar is a construct with 10 hit points per caster level (maximum 100 hit points),

    and is Armor Class 5. If physical attacks on the pillar destroy it or when the spell's

    maximum duration has expired, the pillar falls. Spells of third level and above that move

    great volumes of sand also destroy the pillar. If an individual atop the pillar falls, or the

    pillar collapses, normal falling damage applies.

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    Beings atop a pillar can leave and return to it without affecting its continued existence.

    A typical example is stepping onto a castle wall, moving inside the castle, and then

    returning to the pillar.

    This spell requires enough sand to create the pillar, such as that found on a beach or in

    desert terrain.

    Sand Shadow

    Illusion (glamer)

    Level: Sah [sand, flame] 2, Sor/Wiz 2

    Components: V, S, M

    Casting Time: 1 action

    Range: Touch

    Target: 1 creature or object

    Duration: 1 minute/level

    Saving Throw: Will negates (harmless)

    Spell Resistance: Yes (harmless)

    At any time when the target recipient is mostly or wholly in shadow, he is invisible.

    The recipient can attack without disrupting the sand shadow spell.

    To work, this spell needs a strong contrast between bright light and dark shadow,

    which is ever-present in the sunlit desert but not on an overcast day, indoors, or at night.

    All obstacles normally create shadows, but only overhangs cast shadows around noon,

    when the sun is at zenith. A daylightspell destroys all shadows in its area, but lesser lighthas no effect as it is too weak compared to the glare of the sun.

    The casting of this spell requires a pinch of dry sand and an eyelash.

    Sundazzle

    Evocation [Light]

    Level: Sah [flame] 2, Sor/Wiz 2

    Components: V, S, M

    Casting Time: 1 actionRange: Medium (100 ft. + 10 ft./level)

    Area: One target/level within a 15 ft. radius spread.

    Duration: 1 round/level

    Saving Throw: Fortitude negates

    Spell Resistance: Yes

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    This spell causes small, multi-colored spheres to appear and dance about, striking at

    the eyes of targets, who must succeed at a Fortitude saving throw or be blinded for the

    duration of the spell.

    In addition to the obvious effects, a blinded creature suffers a 50% miss chance in

    combat (all opponents have full concealment), loses any Dexterity bonus to AC, grants a+2 bonus to attackers' attack rolls (they are effectively invisible), moves at half speed,

    and suffers a -4 penalty on most Strength- and Dexterity-based skills.

    Sundazzle only affects creatures that see normally. It doesn't affect blind creatures, nor

    does it harm those which rely primarily on other senses or forms of detection. It does

    affect all undead.

    Material Component: A small glob of sweet gum.

    True Bearing

    Divination

    Level: Sah 2, Sor/Wiz 2

    Components: V, S, M

    Casting Time: 1 action

    Range: Unlimited

    Target: Once creature

    Duration: 10 minutes

    Saving Throw: Will negates (harmless)

    Spell Resistance: Yes (harmless)

    The true bearing spell allows the recipient to pinpoint the direction in which a familiar

    landmark or geographical site lies. For the duration, he has a mental compass reading for

    a particular city, town, significant land feature, or the like. The spell reveals the proper

    direction, though not how far away it lies

    He must have visited this place before, even if it occurred by means of teleportation.

    Further, the site sought by true bearing must be on the same plane of existence as the

    recipient. Distance is irrelevant.

    If the site is concealed from magical detection, the spell fails. It also fails if the site no

    longer exists, such as an oasis that has dried up or a town that has been completely razed.The spell will not guide the recipient toward a living thing. Nor can it locate anything

    portable, such as a gem or a magical item, even if it's currently stationary.

    Material Component: A pinch of iron filings.

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    Wall Against Noise

    Transmutation [Sonic]

    Level: Sah [wind] 2, Sor/Wiz 2

    Components: V, S, M

    Casting Time: 1 actionRange: Medium (100 ft. + 10 ft./level)

    Effect: Wall of up to 30 ft. wide x 30 ft. high x 1 in. thick [S]

    Duration: 1 hour/level

    Saving Throw: None

    Spell Resistance: No

    This spell creates a thin wall of air that prevents all sound and sound-based attacks

    from passing through it. The operative word is through; a sound made on one side of the

    wall is still audible and effective on that side. The wall against noise blocks any attack or

    spell with the sonic descriptor; anyone on the opposite side is immune to that attack.

    Those on the same side as the attack are still vulnerable. An attack that partially contacts

    the wall, or overlaps the end of it, only shields those who are directly behind the wall. It

    also negates errant sounds caused by the sand quiet spell, and blocks the spell

    clairaudience.

    A wall against noise is most commonly used to secure an entrance against listening

    ears, as well as to protect the sultan's chambers and harem from unwanted disturbances.

    In old tales, great cities ruled by marids used wall against noise to protect their citadels

    from the effects ofhorns of blasting and drums of panic.

    The material component of this spell is a white feather, blown into the air. The feather

    disintegrates as it drifts downward, activating the spell.

    Greater Sand Jambiya

    Transmutation [Earth]

    Level: Brd 2, Sah [sand] 2, Sor/Wiz 2

    This is the same as the sand jambiya spell, except that the dagger created has an

    enchantment bonus of +1 per three levels (minimum +1, maximum +5) and the keen

    special ability.

    Third-level Spells

    Alter Major Winds

    Transmutation

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    Level: Sah [wind] 3, Sor/Wiz 4

    As alter minor winds, except that you can shift wind strength by one category for

    every four caster levels, and that the maximum strength of the winds that you can

    manipulate depends on your caster level, per the following table.

    Caster LevelGreatest wind force affected

    5 Severe

    10 Windstorm

    15 Hurricane

    Tornado

    Converse with Sea Creatures

    Divination

    Level: Sah [sea] 3

    Components: V, S, F

    Casting Time: 1 action

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

    Target: All aquatic creatures in range

    Duration: 1 minute/level

    This spell allows the caster to communicate with any aquatic creature or waterelemental whose intelligence is 1 or higher. The caster can understand such creatures,

    respond in the correct tongue, and use the Diplomacy skill with a +10 competence against

    them. The caster can converse with some or all of the sea creatures within range, even if

    they are of different races and do not speak each other's languages. This spell also allows

    the caster to speak above the surface and be heard by those below.

    Focus: A small horn made of a shell.

    Hissing SandTransmutation

    Level: Sah [sand] 3, Sor/Wiz 3

    Components: V, S, M

    Casting Time: 1 action

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

    Effect: Surface area 10 ft. x 10 ft. /level of the caster, 1 ft. deep

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    Duration: 1 round/level (D)

    Saving Throw: None

    Spell Resistance: No

    This spell causes sand (or loose earth) to flow 10 feet per round in a general directionchosen by the caster. The sand hisses softly as it drifts. It can bury Large or smaller

    objects, but not creatures that can move to evade it. (Unintelligent creatures, such as

    animated undead and golems, are too stupid to avoid being buried unless carefully

    instructed to do so.) It will also obliterate tracks or markings. The caster can spend a

    standard action to move the affected area to any point within range.

    A creature on the hissing sand must make Balance skill checks (DC 15) or fall down.

    It loses it's Dexterity bonus to AC unless it has five or more ranks in the Balance skill. A

    crawling or climbing creature may use its Climb skill instead, but then moves at its

    climbing rate. If the sand is running down a surface that normally requires a Balance or

    Climb check to pass, add 15 to the normal DC of the check. See the Balance and Climb

    skill descriptions for more on this.

    This spell moves only existing sand or loose soil. The latter includes mud, dust,

    gravel, or topsoil with virtually no plant cover. Cultivated soil won't work.

    Material Component: Roughly a cup of any liquid.

    Sand Sword

    Transmutation

    Level: Sah [sand] 3, Sor/Wiz 3Components: V, S, F

    Casting Time: 1 action

    Range: Touch

    Target: 1 sand weapon (up to size M)

    Duration: 1 hour/level (D)

    Saving Throw: None

    Spell Resistance: None

    In most respects, this is identical to the sand jambiya spell. In this case, however, thecaster can create any medium-sized weapon of his choice.

    The enchantment bonus is also increased, to +1 per three caster levels (maximum of

    +5).

    The sand sword can be created anywhere, provided that about two pounds of sand -

    the focus - is available.

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    Stone Hull

    Transmutation [Earth]

    Level: Sah [sea] 3, Sor/Wiz 3

    Components: V, S, M

    Casting Time: 1 minuteRange: Long (400 ft. + 40 ft./level)

    Target: 1 vessel up to 150 ft. long (colossal)

    Duration: 1 hour/level (D)

    Saving Throw: Will negates (harmless, object)

    Spell Resistance: Yes (harmless)

    This spell changes a ships hull into lightweight stone, helping it withstand damage. It

    also makes the ship immune to spells that specifically target wood, such as shatterhull

    and warp wood.

    The hardness of the wood increases by +3, and it gains temporary hit points equal to

    50% of its normal hit points.

    Stone hull has a drawback, in that the ship's speed is halved.

    Material Component: A bit of pumice (a volcanic rock light enough to float on water).

    Sunscorch

    Evocation [Light]

    Level: Sah [flame] 3, Sor/Wiz 3

    Components: V, S

    Casting Time: 1 action

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

    Target: 1 creature

    Duration: Instantaneous

    Saving Throw: None

    Spell Resistance: Yes

    When a wizard casts this spell, an intense blast of light emanates from his hand,

    forming a narrow beam that curves around obstacles and moves to follow its target,striking as unerringly as a magic missile spell. The beam bakes the target with 1d4 points

    of fire damage per caster level (maximum 10d4) plus an additional 2d4 if the creature is

    made of metal or wearing metal armor or a metal shield or touching any Large or bigger

    metal weapon.

    The sunscorch won't work underwater or through water, including rain or fog.

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    Whispering Sand

    Abjuration

    Level: Sah [sand] 3, Sor/Wiz 3

    Components: V, S

    Casting Time: 1 actionArea: 1 handful of sand

    Duration: Permanent until discharged

    Saving Throw: None

    Spell Resistance: None

    Imbues a handful of sand with the ability to relate a message from the caster, aloud. It

    can also store a spell, creating a magic trap.

    At the time of casting, the caster must choose a volume sand larger than a cupful that

    will "speak" (for example, a cupful in the bottom of a particular urn, or a small patch

    before an abandoned gate).

    He must also determine the conditions that will trigger the message - such as "when

    Babazadeh appears before the gate" or "when the name of the sun-god is spoken before

    the urn!" The triggering event must occur within 30 feet of the whispering sand.

    Finally, when casting the spell, the wizard must voice the message that the sand will

    repeat verbatim. The message may be up to five words for every level of the caster.

    When the conditions are met, the sand speaks. The voice of the sand is hoarse and

    throaty. It resembles no one's voice in particular, although it mimics the pronunciation

    and tone that the wizard used during casting. No lips (or other visual features) appear to

    accompany the message.

    Instead of a spoken message, whispering sand can deliver a spell that has only a verbal

    component, provided the caster casts this second spell along with whispering sand. For

    example,power word, blindcan replace the message. When the conditions triggering the

    whispering sand occur, the stored spell will be cast. The effects of such spells originate

    from the sand that speaks and targets the nearest creatures first. An area is centered on

    the sand. The DC of any saving throw is based on the level of the whispering sand spell,

    not the stored spell.

    Detecting a patch of whispering sand has a Search DC of 27. Moving the sand

    (including moving the container which holds it, or unduly disturbing the dust) destroys it.

    Wind Shadow

    Transmutation [Air]

    Level: Sah [wind] 3, Sor/Wiz 3

    Components: V, S, M

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    Casting Time: 1 action

    Range: Touch

    Target: 1 creature

    Duration: 1 minute/level (D)

    Saving Throw: Will negates (harmless)Spell Resistance: Yes (harmless)

    The recipient of wind shadow takes on a translucent and almost weightless form,

    gliding silently upon a magical breeze. All items that he carries and wears undergo the

    same change, provided they are not living. He cannot pick up new objects while in this

    form.

    The breeze trails behind him; no scent or air current precedes him to betray his

    movement. Nor does any footprint or track mark his passage. The magical breeze enables

    the recipient to fly at his normal speed, with poor maneuverability. Silent and translucent,

    the recipient has a +10 bonus on Hide and Move Silently checks.

    The recipient cannot speak or cast spells with verbal components while under this

    spell, but is otherwise solid and can attack and defend normally.

    The material component of this spell is a piece of silk or gossamer.

    Fourth-level Spells

    Conjure Sand LionConjuration (Summoning)

    Level: Sah [sand] 4, Sor/Wiz 4

    Components: V, S, M

    Casting Time: 1 full round

    Range: Close (25 ft. + 5 ft./2 levels)

    Target: 1 sand lion

    Duration: 1 round/level (D)

    Saving Throw: None

    Spell Resistance: No

    This spell conjures an earth elemental female spotted lion. The statistics of the lion is

    found in the Monster Manual appendix I: Animals, and the earth elemental template in

    chapter 9 of Manual of the Planes. The beast's statistics are:

    Earth Elemental Spotted

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    Lion

    Large Animal

    Hit Dice: 5d8+10 (32 hp)

    Initiative: +2 (Dex)

    Speed: 40 ft., burrow 30 ft.AC: 17 (-1 size, +2 Dex, +6

    natural)

    Attacks: 2 claws +8 melee, bite +3

    melee

    Damage: Claw 1d4+6, bite 1d8+3

    Face/Reach: 5 ft. by 10 ft./5 ft.

    Special Attacks: Pounce, Improved Grab,

    Rake, Earth Mastery,

    Burrow

    Special

    Qualities:

    Scent, Elemental,

    Darkvision, Tremorsense

    Saves: Fort +6, Ref +7, Will +2

    Abilities: Str 23, Dex 15, Con 15,

    Int 2, Wis 12, Cha 6

    Skills: Balance +6, Hide +3*,

    Jump +6, Listen +5, Move

    Silently +10, Spot +5

    Feats: -

    Climate/Terrain

    :

    Desert

    Organization: Solitary, pair, or pride (6-

    10)

    Challenge

    Rating:

    4

    Treasure: None

    Alignment: Always neutral

    Advancement: 6-8 HD (Large)

    The sand lion roars when it first appears. It attacks at the casters direction. The caster

    can see through the creature's eyes, though his vision is otherwise unchanged. The caster

    does not have to maintain concentration to keep the cat in existence or under control. The

    sand lion fights to the death, until the spell ends, or until the caster dismisses the creature.

    It can serve as a steed or a pack animal.

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    Material Component: A handful of sand.

    Enhance Fire Creature

    Transmutation

    Level: Sah [flame] 4, Sor/Wiz 4

    Components: V, S, M

    Casting Time: 1 action

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

    Target: 1 creature

    Duration: 1 minute/level

    Saving Throw: Will negates (harmless)

    Spell Resistance: Yes (harmless)

    This spell makes creatures of a fiery nature look and act tougher. The spell can

    enhance creatures of the Fire subtype and fire elementals and outsiders. Examples

    include red dragons, hell hounds, efreet, fire elementals, fire newts, and salamanders.

    The recipients of this spell looks bigger and more vigorous than before. Its flames are

    charged with scintillating yellow and purple streaks.

    More importantly, it receives a +4 bonus to Strength and Constitution. The damage of

    any fire attack the creature has is increased by 50% and has it's save DC (if any)

    increased by +2. These are all enchantment bonuses.

    Ghost RiggingConjuration (Creation)

    Level: Sah [wind, sea] 4, Sor/Wiz 4

    Components: V, S, M

    Casting Time: 1 action

    Range: Long (400 ft. + 40 ft./level)

    Target: 1 sea vessel

    Duration: 1 hour/level

    Saving Throw: Will negates (harmless, object)

    Spell Resistance: Yes (harmless, object)

    Used primarily at sea, this magic creates a "ghostly" rigging on a ship or other sea

    vessel. It functions just as normal rigging does. Casters typically use the spell to replace

    damaged sails or masts that have snapped - or when the crew is no longer sufficient to rig

    the ship by other means or occupied with other tasks.

    The rigging always matches the vessel's needs. Thus, an unmasted galleon gains three

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    masts, each with a billowing set of sails. A raft or barge acquires a single sail, sufficient

    to help it on its way.

    The vessel moves at its normal speed. The conjured rigging performs as normal

    rigging in all ways - even in combat. It is vulnerable to damage just as normal rigging

    would be. It does not require a crew to handle it.The rigging is translucent and glows dimly; sails provide a soft radiance even at night.

    The caster may place a personal symbol on the sails to advertise his presence. For

    instance, one sorcerer-pirate creates sails that resemble screaming faces, appearing and

    disappearing as the wind catches the ghostly fabric.

    Material Component: A bit of canvas and string.

    Mirage Wall

    Illusion (Figment)

    Level: Sah [wind] 4, Sor/Wiz 4

    Components: V, S, M

    Range: Long (400 ft. + 40 ft./level)

    Effect: Wall 2-ft. thick, 10 ft. x 10 ft. /level

    Duration: 10 minutes/level (D)

    Saving Throw: Will disbelief (if interacted with)

    Spell Resistance: Yes

    This spell creates a stationary illusion much like a backdrop or scenery curtain for a

    theatrical play. The mirage wall need not be vertical or even regular in its confines. It

    blankets the true scene and conceals it with another. For example, a cavern entrancemight look like the adjacent cliff face, a lush oasis might appear to be sandy dunes, or a

    party of warriors lying in ambush might appear not to be there at all. The mage must see

    the location that he intends to disguise before casting this spell.

    A mirage wall does not block odors and sounds. Hence, an ambush party must remain

    silent, and preferably downwind.

    Anyone receiving a clue that the illusion is unreal, such as smelling or hearing a

    creature behind the wall, or not seeing an expected landmark, receives a Will saving

    throw to disbelieve the spell.

    Material Component: An eyelash, a pinch of sand, and some sweat from any source.

    Quench Fire Creature

    Transmutation

    Level: Sah [flame] 4, Sor/Wiz 4

    Components: V, S, M

    Casting Time: 1 action

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

    Target: 1 creature

    Duration: 1 minute/level

    Saving Throw: Will negates (harmless)

    Spell Resistance: Yes (harmless)

    The spell can penalize creatures of the [Fire] subtype as well as fire elementals and

    outsiders. Examples include red dragons, hell hounds, efreet, fire elementals, fire newts,

    and salamanders.

    The recipient looks less vigorous, and his flames are duller and redder than usual. It

    suffers a -4 penalty to Strength and Constitution, and any fire-based damage it inflicts is

    reduced to 50% of normal and has its save DC (if any) reduced by -2. These are all

    enhancement penalties.

    Sand Cone

    Transmutation [Earth]

    Level: Sah [sand] 4, Sor/Wiz 4

    Components: V, S, M

    Casting Time: 1 action

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

    Area: Cone shaped volume 10-ft. deep/level with 10-ft. diameter/level or 1 creature

    Duration: Concentration

    Saving Throw: None or Reflex Negates

    Spell Resistance: No

    With this spell a mage can excavate a cone-shaped area of sand or dust at a location

    upon which he concentrates. The base of the cone is toward the surface; the tip points

    downward. Excavated sand (or dust) is transported to a random location 1d6 miles away,

    dispersed in a windy gust. Only sand and dust are moved; rocks, plants, animals, and

    buried objects remain in place. As a result, this spell works best in regions of great

    expanses of sand, such as in the open desert.

    The sand cone spell keeps the area clear of sand as long as the caster remains

    conscious and concentrating. When this ceases, sand falls in normally. The cone's magicdoes not prevent sand slides or collapses if another individual begins excavating around

    the cone.

    Sand cone has many applications. It enables the mage to dig toward anticipated water

    and uncover buried beings or things. It can also create a prison or trap.

    For the last purpose, the caster can create a pit in the loose sand beneath a single

    enemy's feet. When the foe falls in, the caster deliberately ends the magic, trapping the

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    opponent at the bottom of the pit. Such a pit must be created and collapsed quickly, or the

    creature will escape automatically, so it is much smaller than normal. A creature that fails

    a Reflex Save can be buried up to the neck, leaving it helpless. Such creatures can free

    themselves with a Strength or Escape Artist check DC 30 or be dug out by friends with a

    Strength or Wilderness Lore check DC 25. In either case, each attempt takes a full-roundaction.

    Any creature able to become smaller, turn gaseous, insubstantial, ethereal, burrow,

    teleportor use dimension doorcan automatically free itself. Spells with no material or

    somatic components can be cast while thus buried, but require a Concentration check

    (DC 15 + spell level).

    Material Component: The hair of a desert rat (jerboa) and a pinch of sand.

    Shatterhull

    Transmutation [water]

    Level: Sah [sea] 4, Sor/Wiz 4

    Components: V, S, M

    Casting Time: 1 action

    Range: Touch

    Target: 1 underwater wooden structure.

    Duration: Instantaneous

    Saving Throw: Will negates (object)

    Spell Resistance: Yes

    The shatterhull spell weakens a wooden structure that's immersed in water. The spell

    causes water inside the wood to expand, exploding the wood from inside.

    Usually, it is cast upon a ship's hull, breaking boards and creating multiple leaks that

    can cause the entire area to give way. The target need not be a ship, however. For

    example, shatterhull can be aimed at a wooden door in a flooded dungeon.

    The target suffers one shattering attack per three caster levels, each causing 1d6 x 10

    hit points of damage, ignoring hardness. As each inch of wood has 10 hit points, each

    attack destroys a number of inches of wood equal to the die result. Each attack strikes a

    separate location, so those that fail to penetrate the hull have little effect, but several leaksare possible.

    The material component of this spell is a thin glass needle, which is placed against the

    targeted surface.

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    Strengthen Water Creature

    Transmutation

    Level: Sah [sea] 4, Sor/Wiz 4

    Components: V, S, M

    Casting Time: 1 actionRange: Medium (100 ft. + 10 ft./level)

    Target: 1 creature

    Duration: 1 minute/level

    Saving Throw: Will negates (harmless)

    Spell Resistance: Yes (harmless)

    This spell can enhance creatures of the aquatic subtype and water elementals and

    outsiders. Examples include water elementals, fish, oceangoing mammals such as whales

    and dolphins, and native ocean races including mermen and sahuagin.

    A thin, bluish sheen coats the bodies of the recipient. It also receives a +4 bonus to

    Strength and Constitution. The damage of any cold attack the creature has is increased by

    50% and has it's save DC (if any) increased by +2. These are all enchantment bonuses.

    The material component of the spell is a glass of water, which the caster throws

    toward the target(s) to provide strength.

    Sunfire

    Evocation [Fire]

    Level: Sah [flame] 4, Sor/Wiz 4

    Components: V, S, MCasting Time: 1 action

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

    Area: 20-ft. radius burst

    Duration: Instantaneous

    Saving Throw: Reflex half

    Spell Resistance: Yes

    This spell creates a deadly and explosive ball of flame, said to be harnessed from the

    sun. Creatures killed by the sunfire are typically burned to ash. It causes 1d6 points ofdamage per level of the caster, up to a maximum of 10d6. Creatures within the radius of

    the sphere suffer only half damage if they make a successful Reflex saving throw.

    The caster is immune to the spell's effects, and so are all nonliving objects that he

    carries or wears. The caster can even center the spell on himself and still escape harm.

    The material component is a ball of sticky gum.

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    Weaken Water Creature

    Transmutation

    Level: Sah [sea] 4, Sor/Wiz 4

    Components: V, S, M

    Casting Time: 1 actionRange: Medium (100 ft. + 10 ft./level)

    Target: 1 creature

    Duration: 1 minute/level

    Saving Throw: Will negates (harmless)

    Spell Resistance: Yes (harmless)

    This spell can weaken creatures of the aquatic subtype and water elementals and

    outsiders. Examples include water elementals, fish, oceangoing mammals such as whales

    and dolphins, and native ocean races including locathah and sahuagin.

    The creature suffers a -4 penalty to Strength and Constitution, and any cold-based

    damage it inflicts is reduced to 50% of normal and has its save DC (if any) reduced by -2.

    These are all enhancement penalties.

    Wind Blade

    Evocation [Air]

    Level: Sah [sand] 4, Sor/Wiz 4

    Components: V, S

    Casting Time: 1 action

    Range: TouchEffect: 3-ft. blade of air

    Duration: 1 round/level

    Saving Throw: None

    Spell Resistance: No

    This spell creates an invisible "sword" made of wind, which the caster can instantly

    extend from his hand at will and retract just as easily. He doesn't actually grasp the blade,

    so he can hold something else while the spell is in use. If he's already wielding another

    weapon, however, he cannot use both simultaneously.The wind blade batters targets instead of cutting, striking as a touch attack and dealing

    4d6 points of bludgeoning damage per round.

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    Fifth-level Spells

    Death Smoke

    Conjuration (Creation) [Fire]

    Level: Sah [flame, wind] 5, Sor/Wiz 5Components: V, S, M

    Casting Time: 1 action

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

    Effect: cloud with a 20-ft. burst

    Duration: 1 round/level

    Saving Throw: Fortitude half

    Spell Resistance: Yes

    This spell creates a dark, billowing, noxious cloud that cannot be blown away.Those trapped in the cloud fight as if in total darkness. Not even creatures who can

    normally see in the dark (such as with darkvision) can see in an area shrouded in death

    smoke. Light, whether magical nor natural, will not penetrate it. In addition, creatures

    inside the cloud suffer 4d6 points of poison damage for each round (Fortitude save for

    half), with no secondary damage. When the spell duration ends, the smoke fades

    harmlessly away.

    The death smoke is heavier than air. It seeks the lowest levels, flowing down stairs and

    into burrows. Although it cannot be affected by natural or magical winds, physical

    obstacles in its path can deter it. It does not function underwater.Material Component: A crushed insect or arachnid, plus a pinch of sand.

    Desert Fist

    Conjuration (Creation)

    Level: Sah [sand] 5, Sor/Wiz 5

    Components: V, S

    Casting Time: 1 action

    Range: Close (25 ft. + 5 ft./2 levels)

    Target: 1 creature

    Duration: Instantaneous

    Saving Throw: None

    Spell Resistance: Yes

    An existing parcel of sand rises up, form a fist, and pummels an enemy. The fist

    smashes against only one target, chosen at the time of casting. The blow inflicts 1d6

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    points of bludgeoning damage per caster level, to a maximum of 15d6.

    If the fist is aimed specifically at an immobile object fixed solidly in relation to the

    ground (such as a door, barred window, or wall), the fist causes full maximum damage (6

    hp per caster level, to a maximum of 90 hit points at caster level 15).

    The fist attacks as a ranged touch attack. It does not cause any heaving or shifting ofthe surrounding sand, so it can't form a barrier or throw a charging foe off his feet. It can

    reach up from the sand to attack a flying, jumping, or high-perched target at any point

    within range.

    There must be at least a few cubic feet of loose sand within range for this spell to

    work, but that is rarely a problem in the desert.

    Fire Track

    Divination

    Level: Sah [flame] 5, Sor/Wiz 5

    Components: V, S, M

    Casting Time: 1 action

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

    Target: 1 fiery spark

    Duration: Instantaneous

    Duration: 1 minute/level

    Saving Throw: None

    Spell Resistance: No

    Creates a fiery spark that follows the path of a given individual as doggedly as a desert

    hound follows a scent. The caster identifies the target when casting the spell, either by

    name or by physical description, such as "Abdullah the baker", "or the woman I saw

    wearing the gray eye patch". A spark of flame appears harmlessly at the casters fingertip

    - the "faithful hound" ready for the hunt.

    If the target has not been within range during the last 24 hours, then the flame leaps

    off the casters finger, lands on the ground nearby, and extinguishes itself. If the target

    has been within range, the flame leaps off the caster's fingertip and flies toward the

    target's trail, striking the ground as soon as it picks up the scent. The fire trackis like abrilliant flame traveling along a fuse. In its wake is a faint line of scorched earth and dust,

    marking the path of its prey. (The scorch marks are easily swept clean.)

    The flame moves from 0 to 120 feet per round, at a speed chosen by the caster, for the

    spell's duration. It burns with the strength and brightness of a torch. It inflicts 1d6 points

    of damage upon those who get in its way, and has 25% chance to set combustible

    materials aflame. A wise mage does not use this spell to investigate burglaries in a cotton

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    warehouse.

    The fire track can be foiled in a number of ways. It cannot cross water, and is

    extinguished by doing so. It can be snuffed out while in motion by strong breezes,

    blowing sand, and heavy rain. If the pursued individual takes to the air or teleports, the

    fire track circles in place until its duration expires. Mere climbing, leaping, or jumping(even across a chasm) cannot foil the fire track, however, which always pursues in the

    correct direction.

    The material components of this spell are a hair or droplet of blood from a saluqui (a

    desert greyhound), wrapped in wax.

    Flesh Mirage

    Necromancy

    Level: Sah 5, Sor/Wiz 5

    Components: V, S, M, F

    Casting Time: 1 action

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

    Target: You and 1 other creature

    Duration: 10-minutes/level (D)

    Saving Throw: Fortitude negates

    Spell Resistance: Yes

    This spell enables a mage to "switch appearance" with another creature, living or

    dead. The caster gains the touched individual's form, while the target gains the caster's. Itcan target any type of creature, including undead and outsiders. If the target is unwilling,

    he can make a Fortitude saving throw to avoid the transference.

    The spell otherwise works like polymorph other, polymorphing the caster into the

    form of the target and the target into the form of the caster.

    The material components of this spell are a bit of plaster and glue, consumed by the

    casting, and a mirror, which is not.

    Move DuneTransmutation

    Level: Sah [sand] 5, Sor/Wiz 5

    Components: V, S

    Casting Time: 1 action

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

    Effect: Cube of 10 ft. cube per level (S)

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    Duration: 1 round/level (D)

    Saving Throw: Reflex negates (burying)

    Spell Resistance: No

    With this spell a caster can lift a heap of sand, dust or gravel, and move it to a nearbylocation.

    The spell can move only small, dry, inorganic, and nonliving particles. It leaves wet

    soil (mud) and rocks behind, along with buried objects such as bones, treasure, and

    burrowing animals, revealing them for all to see. Also exposed are all types of elementals

    and earthlike creatures.

    The mage can hoist a load occupying a 10 ft. cube per experience level, usually part of

    a dune. He must be able to see the dune to lift it. He can move it up to 20 feet each round

    in any direction. He can end the spell at will, dropping the material, but he cannot move

    the effect to move another volume of sand.

    Once the sand is launched, the caster doesn't need to concentrate to keep it moving, or

    even see it. The load moves in one mass. If the mage deliberately drops it, the debris

    forms a cloud identical in effects to an obscuring mist, lasting 1d3 rounds. Creatures

    below a load that is dumped (as opposed to those who move into the resulting dust cloud)

    must make a Reflex Save check to avoid being buried as per the sand cone spell,

    affecting all in a 10 ft. square area for every 10 ft. cube of sand dropped.

    Shield of Winds

    Evocation [Air, Force]Level: Sah [wind] 5, Sor/Wiz 5

    Components: V, S

    Casting Time: 1 action

    Range: Long (400 ft. + 40 ft./level)

    Effect: Wall up to 30-ft. x 30-ft., 2 ft. thick (S)

    Duration: 1 minute/level (D)

    Saving Throw: None

    Spell Resistance: No

    This spell creates a windy barrier that can be felt but not seen.

    The spell summons up breezes, draws them into thin threads, then weaves them into a

    tapestry of chaotic, whistling gusts. The result is a wall that is nearly impenetrable. No

    herd of beasts can batter through it; no titan can break it apart. Once created, the shield

    cannot be moved.

    A creature inside the wall as it forms is immediately pushed out of it in a direction of

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    its choice.

    Creatures cannot penetrate the shield of winds, even if they are immaterial or ethereal.

    Nor can weapons. Gas clouds and whirlwinds are stopped, too, whether they're magical

    or natural in origin. Moveable objects made of force (such as magic missiles) cannot pass

    through, nor can prismatic spell effects and the like.The following assaults can penetrate the wall: divination spells (unless they involve

    material objects), magics of the enchantment and illusion schools (excluding shadow

    effects), energy attacks such as fire, sonic, electricity and cold, (unless some solid matter,

    such as ice or acid, is involved). For example flaming spheres, fireballs, and lightning

    bolts can penetrate the wall, but an ice storm, an existing arrow enchanted with theflame

    arrow spell, or a +2 spear, cannot.

    A shield of winds has no material component other than sufficient air to create the

    wall. The spell can't function underwater or in other places with a paucity of air.

    Shipshock

    Abjuration

    Level: Sah [sea] 5, Sor/Wiz 5

    Components: V, S, M

    Casting Time: 1 action

    Range: Touch

    Target: 1 ship

    Duration: 10 minutes/level

    Saving Throw: Reflex half or Reflex negates

    Spell Resistance: Yes

    This spell acts as a security device, protecting ships from underwater attacks. (It can

    protect other submerged wooden or reed structures, too.)

    Once cast, ship shockdoes nothing until the vessel is touched by a living underwater

    creature with intelligence of 3 or more. Normal marine animals don't qualify, so they

    can't accidentally discharge the spell.

    When the spell is triggered, the ship releases a bright blast of electrical energy,

    inflicting 1d6 points of damage per level of the caster, to a maximum of 15d6. Theindividual who touched the ship (and caused the blast) makes a Reflex saving throw;

    success indicates that only half damage is incurred. In addition, all creatures in the water

    within 100 feet of the discharge must make the same Reflex saving throw. Success means

    they suffer no damage; failure means they suffer half.

    The blast does not harm targets who are out of the water, including those aboard the

    ship. Nor does it harm the ship itself.

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    Ship shockcarries only one charge. If the blast is not triggered before the duration of

    the spell elapses, it fades away harmlessly. It is a magical trap, and can be found and

    disabled with a DC of 30.

    Material Component: A small silver rod worth 5 gp, which is pushed into the

    protected ship's keel like a nail. The rod is consumed if the blast is triggered, but not ifthe charge merely fades.

    Water Blast

    Evocation [water]

    Level: Sah [sea] 5, Sor/Wiz 5

    Components: V, S, M, F

    Casting Time: 1 action

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

    Target: 1 creature

    Duration: Instantaneous

    Saving Throw: Fortitude half

    Spell Resistance: Yes

    A small bottle (or vial) of water becomes an impressive weapon when this spell is

    cast.

    The mage simply opens the bottle and aims. The water jets from the mouth, seeking

    out its target much as a magic missile would do.

    The water blast always strikes the target's head or other sensory apparatus It causes1d6 points of bludgeoning subdual damage per caster level (maximum of 10d6), and the

    target is also blinded and deafened for 1d6 rounds.

    A Fortitude save halves damage and negates blindness and deafness. Any creature

    lacking eyes and ears or immune to subdual damage, like an undead or construct, is also

    immune to the deafness and blinding.

    In addition to the obvious effects, a blinded creature suffers a 50% miss chance in

    combat (all opponents have full concealment), loses any Dexterity bonus to AC, grants a

    +2 bonus to attackers' attack rolls (they are effectively invisible), moves at half speed,

    and suffers a -4 penalty on most Strength- and Dexterity-based skills. A deafenedcharacter, in addition to the obvious effects, automatically fails Listen checks, suffers a -4

    penalty on initiative and has a 20% chance to miscast and lose any spell with a verbal

    component that he tries to cast.

    The water in the bottle determines what kind of water makes up the blast - fresh, salt,

    muddy, or holy, for example. Against undead creatures, holy water inflicts 4d4 additional

    damage -or twice what a normal vial of it would cause. In addition, the regular damage

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    from this spell is no longer subdual damage, but it still cannot cause blindness. If the

    bottle contains other liquids - e.g., acid or poison - the spell won't work.

    Material component: The material component of this spell is the water, but the bottle

    (which must be worth at least 5 gp) is a focus and can be reused.

    Wind Carpet

    Conjuration (Creation)

    Level: Sah [wind] 5, Sor/Wiz 5

    Components: V, S, M

    Casting Time: 1 action

    Range: Touch

    Effect: Carpet of 1 square foot/level

    Duration: 10 minutes/level

    Saving Throw: None

    Spell Resistance: No

    When this spell is cast, the recipient becomes the commander of a wondrous flying

    carpet, woven from a glowing magical force.

    The carpet measures 1 square foot per level of the caster, with rectangular dimensions.

    Though it's wafer thin, it can carry up to 100 pounds per level of the caster. The wind

    carpet moves up to 75 feet per round. Its maneuverability is perfect, and it ignores high

    winds.

    The carpet is a construct with 5 hit points per level of the caster, Armor Class 12, andmakes all saving throws at +2 or the rider's bonus. It can be destroyed by physical or

    magical damage.

    The person touched is fully in control of the carpet. It flies smoothly and with

    stability, enabling the rider to recline, cast spells, study, or perform intricate tasks while

    floating along. In fact, the rider can never accidentally fall from the carpet, no matter

    what movements he or the carpet makes. Even if he flies upside down, the carpet

    subjectively remains under his feet, level and stable. However, items that he's not

    carrying or wearing may fall (and they will if he's upside down). Wind alone can never

    whisk cargo off the carpet.The recipient can command the wind carpet to hover in one place or guide it with deft

    precision around obstacles and through gaps. The carpet can even tilt sideways or roll

    upside down to dump off intruders. The pilot remains in place, although other passengers

    and cargo are vulnerable to falling.

    Only the person touched by the caster can command the carpet. While magics can

    destroy it, they can never wrest control of the carpet from this individual. Nor can anyone

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    hamper its flight by gusts of wind or even storms.

    Subject to its weight limits, the carpet can carry more than one living creature, but it is

    linked to only one. If the recipient is killed or knocked unconscious, the wind carpet

    fades immediately (possibly stranding its riders in midair).

    The wind carpet does not confer any protection against creature, spell, or weaponattacks, but it's shelter against winds extends above it in an invisible bubble as tall as the

    person touched by the caster. A mage on a wind carpet, for example, is vulnerable to air

    elemental attacks or arrows. But he can fly right through a tornado and emerge unshaken,

    or even stay in the funnel cloud to study a spell.

    The material component of this spell is a scrap of woven cloth, of any size. The cloth

    is consumed by the spell's casting.

    Sixth-level Spells

    Command Water Spirits

    Transmutation

    Level: Sah [sea] 6, Sor/Wiz 6

    Components: V, S, M

    Casting Time: 1 action

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

    Area: 1 ship or 1 creature or object/level

    Duration: 10 minutes/level (D)

    Saving Throw: NoneSpell Resistance: No

    Despite its name, this spell commands no true spirits. It merely influences currents in

    the sea and other large bodies of water, enabling the caster to move objects on and under

    the surface. Results are impressive, leading many to believe they're the work of spirits.

    The caster can help any ship within range to move at full speed, even in becalmed or

    adverse wind conditions.

    The currents also can slow a ship within range of this spell, reducing its movement by

    half. The slowed ship incurs no other penalties, and the condition lasts until thespellcaster wills it or moves out of range.

    In addition, the caster can move floating objects or creatures up to 15 feet per round

    along the surface. In the case of a ship, this is in addition to its normal movement. You

    cannot move something from the surface down to the depth, but you can create an

    undertow dangerous to swimmers, which imposes a -10 penalty on all Swim checks to

    stay near the surface.

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    If an object is beneath the surface, the caster can move a total of up to 100 pounds per

    level, at a maximum rate of 10 feet per round. In this fashion, he can raise an object from

    the sea floor and bring it to the surface.

    One ship or a total maximum number of objects or creatures of Large size or smaller

    equal to the caster level can be affected, all of which must be in range, but need not beclose to one another.

    Material Component: A clear glass, into which some water from the sea or lake is

    poured. The glass shatters at the end of the spell's duration. Breaking or emptying the

    glass will end the spell prematurely.

    Flame of Justice

    Divination [Fire]

    Level: Sah [flame] 6, Sor/Wiz 6

    Components: V, S, M

    Casting Time: 1 minute

    Range: Close (25 ft. + 5 ft./2 levels)

    Target: 1 creature

    Duration: Concentration, maximum of 1 minute/level or until discharged

    Saving Throw: Will negates

    Spell Resistance: Yes

    Theflame of justice is a more powerful (and in some minds, more twisted) version of

    thefire truth spell. It is cast in much the same way, using a lit candle to determine truthor falsehood, and works just likefire truth in most respects.

    However, the spell has three important changes. First, it is the caster that holds the

    candle. If the caster moves out of range or ceases concentrating, the spell is negated.

    Secondly, this spell causes a part of the target's body to burst into flame for each

    untruth spoken. Each untruth inflicts 1d6 hit points of fire damage.

    Thirdly, the ideal of "truth" can be subjective to either the target or the caster, as

    decided when the spell is cast. In the later case, the caster decides whether to burn the

    target or not after hearing each answer. Telling the questioner what he wants to hear is an

    excellent method of surviving this version of the spell.Material Component: The same as that for fire truth - a candle made of a rare form of

    desert bee's wax costing 10 gp.

    Part Sand

    Transmutation [Earth]

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    Level: Sah [sand] 6, Sor/Wiz 6

    Components: V, S, M

    Casting Time: 1 action

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

    Effect: Sand in a 20 ft. wide trough, 10 ft. long, 3 feet deep/levelDuration: 1 minute/level

    Saving Throw: Will reduces (see text)

    Spell Resistance: No

    Part sand enables the caster to cause a prominence made of sand, gravel, or loose dirt-

    e.g., a dune, hill, knoll, or rise, not a depression or level ground - to move apart, forming

    a 20-foot-wide trough. This trough extends 10 feet in length and 3 feet deep per level of

    the caster. (For example, a 12th-level mage can create a trough 20 feet wide, 120 feet

    long, and 36 feet deep.) The caster can also elect to cut a smaller trough. After aiming the

    initial cut, he cannot angle it to change direction.

    The magic holds the trough clear of slipping earth or sand for the duration of the spell.

    It even whisks away earth introduced into the trough by someone physically digging into

    its sides. If the trough meets a solid rock face, the trough is blocked. (It cannot get

    larger.) However, a trough can be positioned along the edge of a rocky outcrop so as to

    expose it, provided the outcrop doesn't extend across the width of the trough at any point.

    This spell also can be used to inflict damage on an earth elemental creature or other

    being whose body is formed of earth or sand. A creature that is in phase with such

    substances (such as a xorn) is also vulnerable. When the trough encounters such a

    creature, its progress ends immediately (digging no farther). The creature in the path of

    this spell immediately suffers 1d8 points of damage per caster level and must make a

    Will saving throw to avoid being slowed for 1d6 rounds. Creatures that are not earth-

    based are not harmed by part sand. Large, solid objects (such as corpses and living

    bodies) unearthed in the path of the trough merely settle to the bottom; they are not flung

    aside.

    Material Component: Two small stones.

    Sand Shroud

    Transformation [Earth]Level: Sah [sand] 6, Sor/Wiz 6

    Components: V, S, M

    Casting Time: 1 action

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

    Target: 1 creature or 1 object/level, all within a 30 ft. spread.

    Duration: Instantaneous

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    Saving Throw: Will negates (see text)

    Spell Resistance: No

    This spell causes sand or loose earth to open up under a target like a grave, and then

    swallow it up instantly. Enough sand or earth must be present - for example, the spellworks in a desert setting or barren field, but not on cultivated land or solid rock. The

    target is buried 60 feet deep, without any mark or trace on the surface of its grave. The

    spell can affect one creature or a number of objects.

    Immaterial, ethereal or out-of phase creatures are immune, and creatures able to

    assume gaseous or liquid form are imprisoned for only 1d4 rounds. Otherwise, the

    creature must be rescued, and risks suffocating while buried. Only creatures able to

    burrow or otherwise move through earth can escape under their own power. Spells with

    somatic components cannot be cast while buried, and other spells require a Concentration

    check (DC 20 + spell level).

    A living creature receives a saving throw to negate the spell, but a construct or undead

    creature does not. It is very effective against undead, such as liches, and constructs, such

    as golems. The spell immunities of golems offer them no protection against falling into

    the grave created by sand shroud. But then again, such creatures are immune to

    suffocation and starvation, and will be able to dig themselves out in a few decades.

    Material Component: A lump of mud, clay, dried dung, or other powdery substance.

    Ship of Fools

    Enchantment (Compulsion)Level: Sah [sea] 6, Sor/Wiz 6

    Components: V, S, F

    Casting Time: 1 action

    Range: Long (400 ft. + 40 ft./level)

    Target: the crew of 1 vessel

    Duration: 10 minutes/level

    Saving Throw: Will negates (See text)

    Spell Resistance: Yes

    The ship of fools deprives a ship's crew of all knowledge of the sea. The captain

    shouts gibberish orders, the crew pulls on the wrong lines, the charts become unreadable,

    and the navigator tipsy. Rowers (if present) row out of synch as the drum-beater conducts

    new experiments in freeform percussion. As a result, the sailors perform worse than

    ordinary landlubbers.

    The profession (sailor) skill won't work while this spell is in operation. Any other skill

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    that can aid the ship is also banned. The speed of a rowed vessel is cut in half, and the

    vessel has a 20 percent chance of changing direction each round, right or left, determined

    randomly. The speed of a sailing vessel is reduced by a third, while the chance of a

    sudden change of tack increases to 40 percent per round. No voluntary change in

    direction is possible.The target of this spell is one vessel, which may include the vessel upon which the

    caster is standing. The ship's captain is allowed a Will saving throw. If he fails, he and his

    entire crew are under the effect of the ship of fools. If the captain succeeds, the ship is

    unaffected (good leadership outweighs foolish magics).

    This spell usually helps evade pursuers (who become bumbling fools)