Sand Mastery - Arcane

All Mud Salve spells require mud to be spread over the affected area.

1 - Sand Mirage D:10min/lvl R:100'
Creates any simple image or scene up to an area of 10'R.

2 - Water Finding D:- R:1mi
Finds all running or ground water in range.

3 - Mud Salve D:P R:T
Heals 1-10 hp, one first degree burn, or sun stroke.

4 - Sand Bolt D:- R:150
Shoots a bolt of sand. Use Shock Bolt table with slash crits.

5 - Sand Lion D:V(C) R:100'
Summons a lion made of sand. Caster can control by concentrating.

6 - Water Purification D:P R:T
Purifies a number of gallons of water equal to casters level.

7 - Call Sand D:1rnd/lvl R:100'
Creates a cube of violently blowing sand (10'x10'x10'). All inside take an A slash crit. Takes one round to form and be fully effective.

8 - Silence D:1min/lvl R:100'
Creates a 5'R to 30'R area (caster decides area radius) into and out of which sound cannot travel. If placed on an object it will then move with the object. +25 to stalking attempts.

9 - Sand Bolt D:- R:300'
Shoots bolt of sand. Use Shock Bolt table with slash crits.

10 - Weak Sand Elemental D:V(C) R:100'
Summons a weak sand elemental (stats as weak earth elemental) that the caster can control by concentrating.

11 - Mud Salve II D:P R:T
Heals 5-50 hp, or one 3rd degree burn, or combination of burn degrees not exceeding 3.

12 - Sand Sphinx D:V(C) R:100'
Summons a sphinx made of sand that the caster can control by concentrating.

13 - Mirage Traveller D:1rnd R:10'
Teleports target from one natural mirage to another, up to one mile per level.

14 - Call Sand II D:1rnd/lvl R:100'
Creates a cube of violently blowing sand (10'x10'x10'). All inside take a B slash crit. Takes one round to form and be effective.

15 - Unsand D:P R:100'
Disintegrates 100' of sand.

16 - Mud Salve III D:P R:T
Heals 10-100 hp, or several degrees of burns not exceeding 4.

17 - Stone to Sand D:P R:100'
Changes 100 cu' of stone to sand. Change is gradual and takes three rounds.

18 - Calm Sand D:10 min/lvl R:100'R/lvl
Calms down a sand storm in the area by 50 mph.

19 - Waiting Call Sand II D:1rnd/lvl R:100'
As Call Sand II except the spell can be delayed by up to 24 hrs; it can be triggered by one of the following (decided by caster): time, certain movements, certain sounds, touch, violent actions in the area, etc.

20 - Strong Sand Elemental D:V(C) R:100'
Summons a strong sand elemental (stats as strong earth elemental) that the caster can control by concentrating.

25 - Call Sand III D:1rnd/lvl R:100'
Creates a cube of violently blowing sand (50'x50'x50'). All inside take a C slash crit. Takes one round to form and be effective.

30 - Sand Storm D:1hr +/- 10 minutes R:1miR/lvl
Summons violent sand storm, any unprotected flesh is subject to an A slash critical. Winds from 50-60 mph. Non moving objects are buried under 2D10 feet of sand.

50 - Sand Mastery D:1rnd/lvl R:V
Caster can use one lower level spell on this list per round.