Haboob

3.5th Edition
A thick haze of swirling dust and sand swirls out from the point you designate.   The effect obscures all sight, including darkvision, beyond 5 feet.   A creature within 5 feet has concealment.   Creatures farther away have total concealment.   Unprotected, nonmagical flames are automatically extinguished, and there is a 50% chance that protected flames will be snuffed. In addition to obscuring sight, the swirling dust abrades any creature within it or attempting to move through it.   Any creature passing through the haze takes 1d4 points of damage per two caster levels (maximum 5d4), with no save allowed.   If you conjure haboob so that it appears where creatures are located, each creature takes damage as if passing through the haze.   Such creatures take half damage with a successful Reflex save, but if these creatures do not leave the affected area at their next opportunity, they take full damage from the abrading sands (no save) as if they had voluntarily entered the area.   Any creature that remains within the affected area for more than 1 round likewise takes damage automatically (no save).   A moderate wind (11+ mph) disperses the dust in 8 rounds; a strong wind (21+ mph) disperses it in 4 rounds.   This spell does not function underwater.
 
5th Edition
You conjure a thick haze of swirling dust and sand, filling a 20-foot radius, 20-foot tall Cylinder. Creatures are lightly obscured from creatures within 5 feet of them, and heavily obscured from all other creatures while within the dust storm. Unprotected, nonmagical flames are automatically extinguished, and there is a 50% chance that protected flames will be snuffed out.   Any creature entering the dust storm for the first time each turn or starting its turn there takes 1d6 Slashing damage as the sand and dust abrades all exposed flesh.   A moderate wind (11+ mph) disperses the dust in 8 rounds; a strong wind (21+ mph) disperses it in 4 rounds. This spell does not function underwater.
 

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This option requires special permission to take. In the case of spells, psionic powers, and similar options, this option must be found in the world and cannot be taken upon level-up.

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Spell Descriptors
Air, Earth
Spell Spheres
Air, Earth
2nd Edition
Level
ANSWER
School
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Range
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Save
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Duration
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Components
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AoE
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Casting Time
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3.5th Edition
Level
Cleric 3, Druid 3, Seeker 3, Sorcerer 3, Wizard 3, Sand 3
Components
V, S, M (A pinch of ash, dust, or sand)
Casting Time
1 Standard Action
Range
Medium (100 feet + 10 feet/level)
Effect
Abrasive dust spreads in a 20-foot radius, 20 feet high
Duration
1 Minute/Level
Saving Throw
None or Reflex half; see text
Spell Resistance
No

 
4th Edition

 
5th Edition
Level
Cleric 3, Druid 3, Seeker 3, Sorcerer 3, Wizard 3
Casting Time
1 Action
Range
120 Feet (20-foot radius, 20-foot tall Cylinder)
Components
V, S, M (A pinch of ash, dust, or sand)
Duration
Concentration; Up to 10 Minutes

 
Pathfinder 2e
Tags
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Traditions
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Cast
Range
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Defense
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Verbal Components

"Wind and sand, rise and rend."
Cavellan
"vind læ sɑnd, stɑ læ skrænd."
Maherasi
"Vaelis en sharn, karel en varath."
Celestial
"Aeris ar silariel, elira ar noriel."
Infernal
"Zulth ek var’mur, drenazh ek thazul."
Pit-Tongue
"Zugg mak grukk, groth mak brak."
High Draconic
"Zeran ar tharnak, sora’nak ar kren’val."
High Elvish
"Gwath ar lith, erego ar dagor."
 

Somatic Components

The caster gathers a pinch of sand in their palm and blows it gently into the air while circling their other hand above it in a widening spiral.

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