Sandstorm
3.5th Edition
5th Edition
You create a duststorm or sandstorm.
Sandstorm uses the parameters of control winds (see page 214 of the Player's Handbook), differing from that spell as shown above and as follows.
A spellcaster who knows sandstorm need not be in an area of exposed, sandy soil to create the effects described below—
this spell conjures both sand and wind.
Duststorm Strength: For every three caster levels, you can increase or decrease wind strength by one level.
Wind speeds of less than severe are insufficient to carry suspended sand.
(Wind strength and related duststorm effects are briefly summarized below, with more detail found on page 16).
Each round on your turn, creatures in the area must make Fortitude saves or suffer the effects of being in the wind, as well as the effects of suspended grit.
A severe wind (31+ mph) causes minor ship and building damage, and creates a duststorm with fine grains of sand that reduces visibility, smothers unprotected flames, and even chokes protected flames.
A windstorm (51+ mph) drives most flying creatures from the skies, uproots small trees, knocks down light wooden structures, tears off roofs, and endangers ships.
Wind of this speed creates a sandstorm that badly reduces visibility and deals 1d3 points of nonlethal damage each round to anyone caught out in the open.
Hurricane force winds (75+ mph) destroy wooden buildings, sometimes uproot even large trees, and cause most ships to founder.
Wind of this speed creates a flensing sandstorm that severely reduces visibility and deals 1d3 points of lethal damage each round to anyone caught out in the open.
A tornado (175+ mph) destroys all nonfortified buildings and often uproots large trees.
Tornado-force sandstorms are of the flensing variety.
You conjure a raging storm of wind and searing grit. Choose a wind strength based on your spellcasting level, as shown on the table below. The storm fills the area, carrying conjured sand and wind whether or not such materials exist nearby. The storm's effects vary with its strength. Some levels of strength require this spell to be cast using a higher level spell slot.
At the start of each of your turns, you may choose to maintain the current wind strength or adjust it by one stage as a bonus action.
At Higher Levels. When you cast this spell using a higher level spell slot, increase the radius of the Cylinder by 20 feet for each slot level above its base level.
Wind Strength | Minimum Slot Level | Effects |
---|---|---|
Severe Wind (30-50 mph) | 6th | A creature that starts its turn in the area or enters it for the first time on a turn must make a Constitution saving throw, being Blinded on a failure. Creatures without supernatural aid cannot see further than 30 feet through the sandstorm, and unprotected nonsupernatural flames are extinguished. |
Windstorm (51-74 mph) | 6th | As Severe Wind, and affected creatures take 2d4 Slashing damage if they fail their saving throw, or half as much on a success. Flying creatures that fail their saving throw are knocked Prone and begin to fall. Visibility is reduced to 10 feet. |
Hurricane (75-174 mph) | 7th | As Windstorm, but the damage increases to 4d4 Slashing damage, and all affected spaces are considered difficult terrain. Visibility is reduced to 5 feet. |
Tornado (175+ mph) | 9th | As Hurricane, but damage increases to 8d4 Slashing damage, and all nonsupernatural structures in the area take 10d4 Bludgeoning damage each round. |
This is a rare option
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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2nd Edition
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3.5th Edition
Level
Druid 6
Components
V, S
Casting Time
1 Standard Action
Range
40 Feet/Level
Effect
40 Feet/Level Radius Cylinder 40 Feet High
Duration
10 Minutes/Level
Saving Throw
Fortitude negates
Spell Resistance
No
4th Edition
5th Edition
Level
Druid 6
Casting Time
1 Action
Range
120 Feet (40-foot radius, 40-foot tall Cylinder)
Components
V, S
Duration
Concentration; Up to 10 Minutes
Pathfinder 2e
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Defense
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Cavellan
{The translated words spoken in Cavellan to invoke this magic}
Maherasi
{The translated words spoken in Maherasi to invoke this magic}
Celestial
{The translated words spoken in Celestial to invoke this magic}
Infernal
{The translated words spoken in Infernal to invoke this magic}
Pit-Tongue
{The translated words spoken in Pit-Tongue to invoke this magic}
High Draconic
{The translated words spoken in High Draconic to invoke this magic}
High Elvish
{The translated words spoken in High Elvish to invoke this magic}

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