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Quicksand (3.5e Spell)

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Quicksand
Technique
Level: Sandbender 5
Casting time: 1 round
Range: Medium (100 feet + 10 feet per technician level)
Area: 10 ft. radius of ground
Duration: 1 round/technician level
Saving Throw: Reflex negates
Spell Resistance: no

Technique Points Required: 9

Clenching your fists then shaking them loose, you transform a 10-foot radius area of dirt into 8-foot deep quicksand. It appears not to have changed but when a small or larger creature steps on it, the ground is actually more liquid and the creature sinks 1 foot into it unless it succeeds on a Reflex save in which case the creature stops just after disturbing the surface. The area may also be noticed by a DC 20 Spot check.

Creatures that sink into the quicksand continue sinking at a rate of 1 foot per round. They may not move anything in the quicksand and thus cannot swim out of it until freed from the original foot. This is done by succeeding on a DC 25 Strength check or DC 18 Escape Artist check where the creature raises 2 feet out of the quicksand. Alternatively, someone may assist trapped creatures by pulling them out with rope or any other object the creature can grab onto, in which case they rise at the same rate. Once above the quicksand, the creature must make it out in a single move action at a max move speed of its base land speed. Otherwise, it sinks a foot into the quicksand once again.

Those that do not make it out of the quicksand cannot be seen from ground level. They are also considered paralyzed due to the insane pressure of the sand, and are suffocating. If they are still underground when the technique ends, they are entombed beneath the ground. Any part of a creature caught when the technique ends is trapped in the earth and requires a Strength check or Escape Artist check as defined by the type of ground they are stuck in. Moist earth or very dry ground is a DC 18, in-between is a DC 20, other materials are defined by the DM based on these things. If half of the creature is stuck below ground, increase the DC by 4. If the creature's arms are completely underground (including below the arms), increase the DC by 10.

You may spend an additional 3 technique points to increase the radius of the technique by 5 feet and the depth by 2 feet. This may be done multiple times.

You may spend no more than twice your technician level in additional technique points on this technique.


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