Fech Fech (3.5e Spell)

From D&D Wiki

Jump to: navigation, search
Fech Fech
Level: Sandbender 6
Casting time: 5 rounds
Range: Medium (100 feet + 10 feet per technician level)
Area: 10 ft. radius area of dirt
Duration: Permanent
Saving Throw: Reflex negates
Spell Resistance: No

Technique Points Required: 11

Stirring your hands in a circular motion, you slowly churn up the ground beneath an area into a quicksand-like substance. Then, you soften the ground above it and hollow out some below, all without disturbing the presence of the ground. This causes the affected area to permanently become fech-fech. The area's plant life dies off leaving what appears to be just a dry area on the ground, like any other well traveled road. But when significant weight is put upon it, such as two medium sized creatures, the soft top collapses, dropping the unsuspecting victims into the quicksand. A successful Reflex save negates as the target avoids falling in but still collapses the top.

Creatures caught in the quicksand suffer the effects of the quicksand technique but this quicksand never returns to normal dirt unless dried through some means.

By spending an additional 7 technique points you may make the fech-fech either stronger or weaker to any degree, requiring more or less weight to trigger, or increase the radius of the effect by 5 feet.

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

Back to Main Page3.5e HomebrewComplex Special Ability ComponentsTechniquesSandbender

Home of user-generated,
homebrew pages!