Dust to Dust (3.5e Spell)

From D&D Wiki
Jump to navigation Jump to search
Dust to Dust
Technique
Level: Sandbender 9
Components: S
Casting time: 1 round
Range: Personal
Effect: 150 ft. long beam or 100 ft. radius
Duration: 1 round / technician level or Instantaneous
Saving Throw: Fortitude partial
Spell Resistance: No

Technique Points Required: 17

Imbuing your attuned sand with the most deadly of absorbent powers, you release it to wither all life it touches. Any living creature that comes in contact with the sands of this technique will turn to dust, whether or not it is dependent on water to survive. The creatures must make a Fortitude save or turn to dust and die. Even on a successful save the creature takes 1d6 / technician level damage from the disintegrating sands. Those that die from either damage or a failed save turn to sand.

You must choose to either make this technique a beam or radius effect.

Beam: Your attuned sand creates what appears to be a 1 foot in diameter dust devil extending from your fingertip and stretching directly forward 150 feet. Wherever you point your finger, the stream points in that direction, allowing you to redirect it. You may turn the beam up to 45 degrees in any one direction with a move action. Passing the beam over a creature multiple times in the same round has no effect. The beam lasts 1 round / technician level.

Creatures must make their Fortitude save at the time of being touched by the beam as well as at the beginning of their turn if they are still in the beam.

Objects that get in the way may withhold the beam for a moment. The beam will eat through metal at a rate of 1 inch per 3 rounds, stone at a rate of 1 inch per round, wood at a rate of 2 inches per round, and cloth and leather pose no hindrance.

Fire, water, and electricity can destroy parts of the beam, reducing its size to what remains between your finger and the affected part, or destroying it entirely if targeted at the origin just before your finger (assuming your attuned sand is still vulnerable to these things).

Force effects completely repel the beam but those that may break take 1d6 / technician level at the time of impact and at the beginning of each of your turns.

Radius: Starting with your arms wrapped low around yourself, you quickly unwrap them and lift them straight up into the air, causing your attuned sand to fly out around you in all directions, spreading 100 feet out. The sands weave in and out through all openings, pouring into any space and around objects in the radius. Unless creatures hide in an airtight room, the enhanced sands flood in and affect the creatures. Able to seek out only living creatures, the sands will ignore clothing, buildings, and anything else, choosing instead to disintegrate humanoids, destroy elementals, swirl around ghosts and other undead, and generally seek out anything that moves of its own accord.

This wave occurs instantaneously, the attuned sand returning to you afterwords.

Material Component: 10 cubic feet (Cloud) or 5 cubic feet (Beam) of Attuned Sand

Note: This spell isn't part of all Sandbender's Technique List, you can only learn this Technique if you have the Wielder of the Red Sands Class Feature.


Back to Main Page3.5e HomebrewComplex Special Ability ComponentsTechniquesSandbender