Sandstorm: Difference between revisions

113 bytes added ,  1 August 2025
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|''[[Primal]]'' ''Invocation, Alchemy, Extrinsic, Weather''
|''[[Primal]]'' ''Invocation, Alchemy, Extrinsic, Weather''
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|''Prerequisites: Primal Tier 2''
|''Prerequisites: Primal Tier 4''
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|'''Casting Time:''' 1 hour  
|'''Casting Time:''' 1 hour  
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!Spell Description
!Spell Description
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|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.
|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:
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.
* 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.
* 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.
* All creatures in the area are Deafened beyond 20 ft and are Blinded beyond 5 ft.
* Moving in the area is considered Difficult Terrain.
* 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.
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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