Sandstorm: Difference between revisions

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(Created page with "''Primal Invocation, Alchemy, Extrinsic, Weather'' '''Prerequisites:''' Primal Tier 2 '''Casting Time''': 1 hour '''Range:''' Sight '''Materials:''' A handful of sand or dirt '''Duration:''' 1 hour At the end of the casting time, make a magic attack roll against DC 18. Subtract 8 from the DC if you are in a desert or similar environment that naturally has large quantities of loose sand and/or dirt. If you hit the DC, then you cast the Invocation. If you miss, then...")
 
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''[[Primal]] Invocation, Alchemy, Extrinsic, Weather''
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== <big>'''Sandstorm'''</big> ==
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|''[[Primal]]'' ''Invocation, Alchemy, Extrinsic, Weather''
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|''Prerequisites: Primal Tier 4''
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|'''Casting Time:''' 1 hour
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|'''Range:''' Sight
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|'''Materials:''' A handful of sand or dirt
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|'''Requires:''' Gesture
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|'''Duration:''' 1 hour
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!Spell Description
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|At the end of the casting time, make a magic attribute check against DC 18. Subtract 8 from the DC if you are in a desert or similar environment that naturally has large quantities of loose sand and/or dirt. On a success, then you cast the invocation, gain Fatigue, and you cannot cast this invocation again until you Take a Rest. On a failure, then you do not cast the invocation and waste one of your uses of invocations, and you gain Fatigue.
Choose a point within range. Massive clouds of sand and grit fly out in a 1 mile radius from that point. Piercing winds tear through the area. Choose which direction the sandstorm blows for the duration. The sandstorm moves 30 ft in that direction at Initiative count 0 for the duration. For the duration, the following effects apply while creatures are directly exposed to the sandstorm:


'''Prerequisites:''' Primal Tier 2
* All ranged attack rolls that deal physical or elemental damage in the area automatically fail.
* Creatures attempting to fly in this area must first make a STR check against a DC of 10 + your magic attribute; on a failure, they cannot fly in a direction of their choice. If they were on the ground, they remain on the ground; if they were in the air, they move 30 ft in thedirection that the sandstorm is blowing.
* All creatures in the area are Deafened beyond 20 ft and are Blinded beyond 5 ft.
* Moving in the area is considered Difficult Terrain.


'''Casting Time''': 1 hour
At the end of the duration, any location in the affected area is covered in loose sand, which is considered DifficultTerrain until removed.
 
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'''Range:''' Sight
[[Primal Spells|[Back to Primal Spells]]]<br>
 
'''Materials:''' A handful of sand or dirt
 
'''Duration:''' 1 hour
 
At the end of the casting time, make a magic attack roll against DC 18. Subtract 8 from the DC if you are in a desert or similar environment that naturally has large quantities of loose sand and/or dirt. If you hit the DC, then you cast the Invocation. If you miss, then you still cast the Invocation, but you also suffer Fatigue.
 
Choose a point within range. Massive clouds of sand and grit fly out in a 1 mile radius from that point. Piercing winds tear through the area. Choose which direction the sandstorm blows for the duration. The sandstorm moves 30 ft in that direction at [[Initiative]] count 0 for the duration. For the duration, the following effects apply while creatures are directly exposed to the sandstorm:
 
• All ranged attack rolls that deal physical or [[elemental]] [[damage]] in the area automatically fail.
 
• Creatures attempting to fly in this area must first make a STR check against a DC of 10 + your magic attribute; if they fail, they cannot fly in a direction of their choice.If they were on the ground, they remain on the ground; if they were in the air, they move 30 ft in the direction that the Sandstorm is blowing.
 
• All creatures in the area are Deafened beyond 20 ft and are Blinded beyond 5 ft.
 
• Moving in the area is considered difficult terrain.
 
At the end of the duration, any location in the affected area is covered in loose sand, which is considered Difficult Terrain until removed.

Latest revision as of 15:36, 1 August 2025

Sandstorm

Primal Invocation, Alchemy, Extrinsic, Weather
Prerequisites: Primal Tier 4
Casting Time: 1 hour
Range: Sight
Materials: A handful of sand or dirt
Requires: Gesture
Duration: 1 hour
Spell Description
At the end of the casting time, make a magic attribute check against DC 18. Subtract 8 from the DC if you are in a desert or similar environment that naturally has large quantities of loose sand and/or dirt. On a success, then you cast the invocation, gain Fatigue, and you cannot cast this invocation again until you Take a Rest. On a failure, then you do not cast the invocation and waste one of your uses of invocations, and you gain Fatigue.

Choose a point within range. Massive clouds of sand and grit fly out in a 1 mile radius from that point. Piercing winds tear through the area. Choose which direction the sandstorm blows for the duration. The sandstorm moves 30 ft in that direction at Initiative count 0 for the duration. For the duration, the following effects apply while creatures are directly exposed to the sandstorm:

  • All ranged attack rolls that deal physical or elemental damage in the area automatically fail.
  • Creatures attempting to fly in this area must first make a STR check against a DC of 10 + your magic attribute; on a failure, they cannot fly in a direction of their choice. If they were on the ground, they remain on the ground; if they were in the air, they move 30 ft in thedirection that the sandstorm is blowing.
  • All creatures in the area are Deafened beyond 20 ft and are Blinded beyond 5 ft.
  • Moving in the area is considered Difficult Terrain.

At the end of the duration, any location in the affected area is covered in loose sand, which is considered DifficultTerrain until removed.

[Back to Primal Spells]