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.