Dust Missile
[PRIEST]
(Earth, Conjuration/Summoning)
(by Lucas
Berghaus)
School/Sphere: Earth,
Combat
Level: 2
Range: 10 yards/level
Components: V, S, M
Area of Effect: 10' radius sphere from impact
point
Casting time: 1
Duration: 1d4 rounds
Saving throw: See below
Subtlety: n/a
Knockdown: d8+2
Critical: Impact d4
This
priestly spell creates a missile of elemental dust, which
appears as a 9 inch diameter small globe of quickly
whirling brown dust. It lasts for up to d4 rounds.
(Revealed to caster the round before it expires) the
cleric may spend a round to hurl the missile at an
enemy.
The
cleric makes an attack roll against AC -10, modified by
Dex and magic only. A hit causes the missile to explode.
The missile deals d8 damage on a successful direct hit. A
miss scatters. Within 10 feet of the point of impact, any
characters must save vs. spell at -2 or cough
uncontrollably for d3 rounds. Exposed scrolls, and open
potions are destroyed or ruined within 10 feet of impact
point. Paper is torn to shreds by rushing dust, and
potions are fouled by the dust.
While
coughing, AC has a +4 penalty, Attack and damage rolls
are -2 and -3 respectively. No spells may be cast, and
complex actions requiring concentration may be
impossible, if in doubt, consult the DM. No material
component is required, but the caster must have been to
the plane of dust in order to cast this spell.
Alternatively, the caster may use any object which has
been on Dust as a component.
Dusty
Trail (Dust, Alteration)
(by Itzhak
Even)
Level: 2
Range: Touch
Components: V, S, M
Area of Effect: Special
Casting time: 4
Duration: 1 turn/level
Saving throw: None
This
spell causes the recipients' trail to disappear 1' behind
them. The spell causes dust to be swept so that it
disguises the tracks, inflicting a -25% to the tracking
ability of anyone who follows. The wizard can affect
himself and one more being for every 2 levels, but he
needs to touch those he want to affect.
The
material components are a small duster and a
leaf.
Dust
Blind (Dust, Evocation)
(by Itzhak
Even)
Level: 3
Range: 30 feet
Components: V, S, M
Area of Effect: 1 creature
Casting time: 3
Duration: 2d4 rounds
Saving throw: Special
When
cast, a miniature blizzard of swirling dust appears
around the target, causing the target to suffer near
total blindness and all penalties associated with it. The
dust stays for 2-8 rounds, unless a successful save is
made, in which case the duration is only 1-4
rounds.
The
material component is a desert hawk feather, which is not
consumed in the casting.
Dusting
(Dust, Alteration) (by
Itzhak
Even)
Level: 3
Range: 60 yards
Components: V, S, M
Area of Effect: 10' cube
Casting time: 5
Duration: Instantaneous
Saving throw: Special
The
spell removes all the dust and sand from the area of
effect. Although it is a good house cleaning spell it's
main purpose is against things of dust and sand
nature.
Any
creature of sand and dust within the area of effect must
make a saving throw vs. spells or suffer 1-3 points of
damage per level of the caster, to a maximum damage of
15d3. If the save is successful then he only suffers half
damage. Spells of elemental dust within the 10' cube are
checked as if a Dispel Magic spell was cast on them by a
mage of the caster's level. Magical dusts and sands are
affect to as if a Dispel Magic spell was cast on
them.
The
spell was developed and used by an unknown mage to be
used against a rival mage that specialised in dust magic.
Ironically the mage was said to have died by the spell
known as Dust of the Ancient Tomes that was laid upon the
rival mage's spellbook.
The
material components are a small duster and a wind fan
(both cost 5 gp)
Traces in the
Dust (Dust,
Enchantment/Charm) (by
Itzhak
Even)
Level: 3
Range: 5'
Components: S, M
Area of Effect: Special
Casting time: 1 round
Duration: 10' radius/3 levels
Saving throw: None
With
this spell a mage may enchant a given area in order to
identify creatures that pass through it. The caster first
spreads fine sea-sand over the area of effect and enchant
it, causing the sand to become invisible. Any creature
passing through the area will leave a magical imprint in
the dust that only the caster may see. The caster, upon
seeing the enchanted area, will immediately recognise the
race of any creature that passed through the dust. At any
later time, the caster may select one set of tracks,
causing the enchanted dust to rise and form the precise
shape of the specific creature. Every outer physical
detail may be viewed and the creature may be recognised.
Even small details such as scars and clothing worn may be
identified.
Once
a set of footprints is chosen and the creature's shape is
viewed, the spell is nullified. Material components
include fine sea-sand, or the dust of eagle
bones.
Dust
Cloud (Dust,
Invocation/Evocation) (by
Itzhak
Even)
Level: 4
Range: 60 yards
Components: V, S, M
Area of Effect: 10' radius/level
Casting time: 4
Duration: 1 round/level
Saving throw: Special
After
the spell is cast a cloud of dust swirls in the area of
effect reducing sight to a mere 1' range, causing 1 point
of damage per level of the caster and causing a penalty
of -1 to all rolls. Those in the area of effect get a
save vs. breath weapon that if made it reduces damage by
half and they suffers no penalty to their rolls.
Material
component is a small fan made of paper.
Quicksand
(Dust, Alteration) (by
Itzhak
Even)
Level: 6
Range: 10 yards/level
Components: V, S, M
Area of Effect: 10' cube/level
Casting time: 5
Duration: Special
Saving throw: Special
When
cast the spell turn rock or sand into quicksand of equal
volume. The volume is 10' cube per level of the caster
and the depth of the quick sand cannot more than it's
length or breadth (which ever is shorter). Those in the
area of effect must save vs. polymorph to escape the area
of effect (if fast enough) or to be unaffected by the
quicksand for this round (if not fast enough to escape
the area of effect). Creatures who fail their save (Note
that flyers, if they have undamaged wings, automatically
save) sink at a rate of 5' per round and start
suffocating if wholly submerged.
If
the creatures' strength (or HD if they have no strength
score) is twice the caster's then he can escape by him
self, moving at a rate of 10' per round.
The
quicksand remains until dispelled or until 1-6 days have
passed, in which time it returns to it's previous form.
The
material components are a handful of sand and some water.
Tendrils
of Dust (Dust,
Invocation/Evocation) (by
Itzhak
Even)
Level: 9
Range: 20 yards/level
Components: V, S, M
Area of Effect: 50' sphere
Casting time: 1 round
Duration: 1 round/level
Saving throw: Half
The
caster of this spell creates a sphere of dust in his
hand, from which extend 10 tendrils. The caster can
choose to control the tendrils or to do another spell,
the dust sphere does not hinder his ability. The tendrils
can reach any creature within 50' of the caster,
attaching itself to the creature, preferably to the nose
and mouth. Each of the tendrils causes 1d10 points of
damage per round. Every round beyond the first the
tendril is attached to the same target that person
suffers a cumulative -1 to his hit and saves, as he is
being gagged with sand and dust. The penalties remain for
the same number of rounds that the tendril remained
attached or until the victim spends 1 round to get it all
out.
The
caster can use more than one tendril against a single
target in which case the effects are multiplied by the
number of tendrils attached to him.
Every
round the target gets a save vs. spells to suffer half
damage and evade the penalties.
Any
creature that dies from this spell will rise as a
koylith
(q.v.) if a Animate Dead spell is cast on him.
The
material components are a bit of bone dust and some flesh
from a roper.

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Copyright
1999, text by Jon Winter,
graphics by Jon Winter and Jeremiah Golden


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