Kryx RPGThemes
Mummy Lord

Mummy Lord

Medium undead
Challenge
15

STR
4
DEX
0
CON
3
INT
0
WIS
4
CHA
3

127
17d8+51
22
Soak
3
Fort
+7
Ref
+4
Will
+7
Defense note natural armor
Damage vulnerabilities fire
Damage immunities necrotic, poison

Speed 4 m.
Skills Divinity +8 (19), Insight +4 (15), Lore (civilization) +4 (15), Perception +4 (15)
Senses darkvision 10 m.
Languages the languages it knew in life

Magic Resistance. The mummy lord has advantage on saving throws against spells and other magical effects.

Rejuvenation. If the mummy lord is destroyed while its heart is intact, it gains a new body in 24 hours, regaining all its health and becoming active again. The new body appears within 1 meter of the mummy lord’s heart.

Spellcasting. The mummy lord uses Divinity (Wis) to cast spells (spell save Difficulty 17, +8 to hit with spell attacks). It has 29 mana, a mana limit of 5, regains all expended mana when it finishes a long rest, and regains half its total mana when it finishes a short rest. It knows the following spells:

Cantrips (at will, 19th-level spellcaster): dune hammer, mold sand, sand spew, thaumaturgy

1 mana: command, constricting bandage, desiccate, destroy water, locate water, sand body, sand cloud, sand walk, sandblast, slipsand

2 mana: animate sand, dispel magic, flaying wind, guardian of faith, horrid wilting, insect plague, move earth, pillars of sand, sandstorm, transmute sand, wall of sand

3 mana: contagion, flesh to salt

5 mana: sandy imprisonment

Actions (2)

Rotting Fist. Melee Weapon Attack: +8 to hit. Hit: 14 (3d6 + 4) bludgeoning damage plus 21 (6d6) necrotic damage. If the target is a creature, it must succeed on a Difficulty 16 Fortitude saving throw or be cursed with mummy rot. The cursed target can’t regain health, and its maximum health decreases by 10 (3d6) for every 24 hours that elapse. If the curse reduces the target’s maximum health to 0, the target dies, and its body turns to dust. The curse lasts until removed by the remove curse spell or other magic.

Dreadful Glare (1/turn). The mummy lord targets one creature it can see within 10 meters of it. If the target can see the mummy lord, it must succeed on a Difficulty 16 Will saving throw against this magic or become frightened until the end of the mummy lord’s next turn. If the target fails the saving throw by 5 or more, it is also paralyzed for the same duration. A target that succeeds on the saving throw is immune to the Dreadful Glare of all mummies and mummy lords for the next 24 hours.

Legendary Actions (3)

Only one legendary option can be used at a time and only at the end of another creature’s turn. The mummy lord regains spent legendary actions at the start of its turn.

Attack. The mummy lord makes one attack with its rotting fist or uses its Dreadful Glare.

Blasphemous Word. The mummy lord utters a blasphemous word. Each non-undead creature within 2 meters of the mummy lord that can hear the magical utterance must succeed on a Difficulty 16 Fortitude saving throw or be stunned until the end of the mummy lord’s next turn.

Blinding Dust. Blinding dust and sand swirls magically around the mummy lord. Each creature within 1 meter of the mummy lord must succeed on a Difficulty 16 Fortitude saving throw or be blinded until the end of the creature’s next turn.

Channel Negative Energy. The mummy lord magically unleashes negative energy. Creatures within 10 meters of the mummy lord, including ones behind barriers and around corners, can’t regain health until the end of the mummy lord’s next turn.

Whirlwind of Sand. The mummy lord magically transforms into a whirlwind of sand, moves up to 10 meters, and reverts to its normal form. While in whirlwind form, the mummy lord is immune to all damage, and it can’t be grappled, petrified, knocked prone, restrained, or stunned. Equipment worn or carried by the mummy lord remain in its possession.

Lair actions

On initiative count 20 (losing initiative ties), the mummy lord takes a lair action to cause one of the following effects; the same effect can’t be used two rounds in a row:

  • Each undead creature in the lair can pinpoint the location of each living creature within 20 meters of it until initiative count 20 on the next round.

  • Each undead in the lair has advantage on saving throws against effects that turn undead until initiative count 20 on the next round.

  • Until initiative count 20 on the next round, any non-undead creature that tries to cast a spell of 2 mana or lower in the mummy lord’s lair is wracked with pain. The creature can choose another action, but if it tries to cast the spell, it must make a Difficulty 16 Fortitude saving throw. On a failure, it takes 2d6 necrotic damage per mana cost of the spell, and the spell has no effect and is wasted.

Regional effects

The region containing the mummy lord’s lair is warped by the mummy lord’s magic, which creates one or more of the following effects:

  • Food instantly molders and water instantly evaporates when brought into the lair. Other non magical drinks are spoiled—wine turning to vinegar, for instance.

  • Divination spells cast within the lair by creatures other than the mummy lord have a 25 percent chance to provide misleading results, as determined by the GM. If a divination spell already has a chance to fail or become unreliable when cast multiple times, that chance increases by 25 percent.

  • A creature that takes treasure from the lair is cursed until the treasure is returned. The cursed target has disadvantage on all saving throws. The curse lasts until removed by a remove curse spell or other magic.

If the mummy lord is destroyed, these regional effects end immediately.

Desertmm

Spells

As an action, your free hand transform into sand, forming a sledgehammer. Make a melee spell attack against the target.

On a hit, it takes 1d6 bludgeoning damage.

On a critical hit, it takes twice as much damage.

On a miss by 4 or less, it takes half as much damage.

After you make the attack, hit or miss, the sand falls at the target’s feet, burying them in sand and your hand returns to normal. Its speed is reduced by 1 meter until the end of its next turn.

At higher levels

This spell’s damage increases by 1d6 when you reach 9th level (2d6) and 17th level (3d6).

As an action, you choose a portion of dirt or sand that you can see within 5 meters and that fits within a 1-meter cube. You manipulate it in one of the following ways:

  • If you target an area of loose earth or sand, you can hurl it. Make a ranged spell attack against a creature within 5 meters. On a hit, the target takes 1d8 bludgeoning damage. On a miss by 4 or less, the target takes half as much damage.
  • If you target an area of loose earth or sand, you can instantaneously excavate it, move it along the ground, and deposit it up to 1 meter away. This movement doesn’t involve enough force to cause damage. This can be used to create a small foxhole with half cover.
  • You cause shapes, colors, or both to appear on the dirt or sand, spelling out words, creating images, or shaping patterns. The changes last for 1 hour.
  • If the dirt or sand you target is on the ground, you cause it to become difficult terrain. Alternatively, you can cause the ground to become normal terrain if it is already difficult terrain. This change lasts for 1 hour.

If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect on your turn (no action required).

At higher levels

This spell’s damage increases by 1d8 when you reach 9th level (2d8) and 17th level (3d8).

As an action, you hold your hands outstretched as sand shoots forth toward a creature that you can touch or see within 5 meters. The creature must make a Reflex saving throw.

On a failure, it takes 1d3 slashing damage, can’t take reactions until the end of its next turn, and the next attack roll made against it has advantage if it is made before the end of your next turn.

On a critical failure, it takes twice as much damage.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

At higher levels

This spell’s damage increases by 1d3 when you reach 9th level (2d3) and 17th level (3d3).

1 minute

As an action, you manifest a minor wonder, a sign of supernatural power, within 5 meters. You create one of the following magical effects.

  • Your voice booms up to three times as loud as normal.
  • You cause flames to flicker, brighten, dim, or change color.
  • You cause harmless tremors in the ground.
  • You create an instantaneous sound, such as a rumble of thunder, the cry of a raven, or ominous whispers.
  • You instantly light or snuff out a candle, a torch, or a small campfire.
  • You instantaneously cause an unlocked door or window to fly open or slam shut.
  • You alter the appearance of your eyes.

If you cast this spell multiple times, you can have up to three of its effects active at a time, and you can dismiss such an effect on your turn (no action required).

As an action, you speak a one-word command to a creature that you can touch or see within 10 meters. The target must succeed on a Will saving throw or follow the command. The spell has no effect if the target is undead, if it doesn’t understand your language, or if your command is directly harmful to it.

Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the GM determines how the target behaves. If the target can’t follow your command, the spell ends.

Approach. On its turn, the creature must use its speed to move toward you by the shortest and most direct route, and can’t willingly move away from you on during its turn.

Drop. The creature immediately drops whatever it is holding at its feet.

When a creature tries to interact with an object in a space occupied by a hostile creature it must use an action to make a Brawn or Nimbleness (its choice) check contested by the hostile creature’s Brawn or Nimbleness check (its choice). If the creature attempting to interact with the object wins the contest, it can interact with the object.

Flee. On its turn, the creature must use its speed to move away from you by the shortest and most direct route, and can’t willingly move toward you on during its turn.

Grovel. The creature immediately falls prone.

Halt. On its turn, the creature can’t willingly move. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can target one additional creatures for each additional mana expended. The creatures must be within 5 meters of each other when you target them.

  • You can expend 2 additional mana to change the duration to 1 minute/mana, concentration. For the duration, you can make an additional command on each of your turns.

concentration, 1 minute/mana

As an action, you bind a creature that you can touch or see within 10 meters with magical bandages. The creature must make a Reflex saving throw.

On a failure, it is restrained for the duration.

A creature restrained by the bandages, or one that can touch the creature, can use an action to make a Brawn or Nimbleness check (its choice) against your spell save Difficulty.

On a success, the target is freed.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can expend 1 or more mana so while restrained by this spell, the creature takes 2d8 bludgeoning damage at the start of each of its turns for each additional mana expended.

  • You can target one additional creature for each additional mana expended. The creatures must be within 5 meters of each other when you target them.

As an action, you drain the moisture from a creature that you can touch or see within 10 meters. The creature must make a Fortitude saving throw, which it does with disadvantage if it is a plant creature, a magical plant, or a creature made of water such as a water elemental. If the creature has no moisture in its body, the spell has no effect on it.

On a failure, it takes 5d6 necrotic damage and is exhausted 1 until it rehydrates. This exhaustion does not accumulate with other forms of exhaustion due to dehydration.

On a critical failure, it takes twice as much damage and is exhausted 2 until it rehydrates. This exhaustion does not accumulate with other forms of exhaustion due to dehydration.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

Augment

You can increase the damage by 6d6 for each additional mana expended.

(ritual)

As an action, you destroy up to 40 liters of nonmagical water in an open container within 5 meters. Alternatively, you destroy fog in a sphere twice as big as normal within 5 meters.

Augment

You destroy an additional 40 liters of water for each additional mana expended.

(ritual)

As an action, you sense the direction of water. You learn the direction and distance to the closest substantial body of water within 10 kilometers, if any are present.

As a reaction, which you use when you are hit by an attack that you can see, you let the blow pass right through you. You have resistance to bludgeoning, piercing, and slashing damage from nonmagical weapon attacks until the start of your next turn, including against the triggering attack.

Augment

You can expend 1 additional mana to trigger the spell when a creature that you can see within 10 meters is attacked. The attacked creature gains the benefits instead.

concentration, 1 hour/mana

As an action, you create a sphere twice as big as normal of sand centered on a point within 20 meters. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 15 kilometers per hour) disperses it.

Augment

Choking Sands. You can expend 1 additional mana and cast this spell as two actions to cause the sands to fill the lungs of creatures within it. The sphere is now sized based on the mana expended and the duration changes to 5 minutes/mana.

Each creature that is completely within the cloud at the start of its turn must make a Fortitude saving throw.

On a failure, the creature spends its actions that turn coughing up the sand in its lungs. Creatures that don’t need to breathe automatically succeed on this saving throw.

(ritual); 1 hour/mana

As an action, a creature that you can see within 5 meters is not hindered by difficult terrain made of sand.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can target one additional creature for each additional mana expended. The creatures must be within 5 meters of each other when you target them.

  • You can expend 1 additional mana so the creature can move across any sandy surface—such as loose sand or quicksand—as if it were harmless solid ground.

    If you target a creature submerged in sand, the spell carries the target to the surface of the sand at a rate of 10 meters per turn.

As an action, you hold your hands outstretched as sand shoots forth. Each creature in a cone or line must make a Reflex saving throw.

On a failure, it takes 1d6 slashing damage and is blinded until the end of its next turn.

On a critical failure, it takes twice as much damage.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

Augment

You can increase the damage by 1d6 for each additional mana expended.

1 minute/mana

As an action, a thin layer of slipsand covers the ground in a sphere twice as big as normal centered on a point within 10 meters and turns it into difficult terrain for the duration.

When the slipsand appears, each creature standing in its area must succeed on a Reflex saving throw or fall prone. A creature that enters the area or ends its turn there must also succeed on a Reflex saving throw or fall prone.

concentration, 1 hour/mana

As two actions, you call forth a sand elemental which appears in an unoccupied space that you can see within 10 meters. The elemental is a sand elemental companion, using 2 resources. The creature has no mana or stamina dice, but you can infuse it with mana, psi, or stamina dice by expending mana up to your mana limit or psi up to double your mana limit. For each mana or 2 psi you expend, the elemental gains 1 mana or 2 stamina dice. The elemental is friendly to you and your companions, and it disappears when it drops to 0 health or when the spell ends.

When you cast the spell—and once on on each of your turns thereafter as an action—you can mentally command any creature you animated with this spell if the creature is within 50 meters of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what actions the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can use an additional resource for each additional mana expended.

  • You can expend 2 additional mana to call forth another elemental.

As two actions, choose a creature, object, or magical effect within 20 meters. Make an ability check using your spellcasting skill. The Difficulty equals the spell Difficulty used to cast the spell + the spell’s effective mana. If you have identified the spell, you have advantage on this ability check. If there are multiple spells and if you have not identified them, the spell is chosen at random starting with the spell with the lowest mana cost.

On a success, the spell ends.

If you fail by 4 or less, the spell is suppressed for 1 minute.

A spell’s effective mana is normally the amount of mana it was cast with, including augmentation. If a feature lets a spell be cast without expending mana then the spell’s effective mana is its normal mana cost.

Augment

You gain a +1 bonus to your ability check for each additional mana expended.

As two actions, a brief windstorm filled with scouring, supernatural, grit that strips flesh forms at a point within 20 meters. Each creature in a sphere centered on that point must make a Reflex saving throw.

On a failure, it takes 5d6 slashing damage and is bleeding 2.

On a critical failure, it takes twice as much damage and is bleeding 4.

On a success, it takes half as much damage and is bleeding 1.

On a critical success, it takes no damage.

Augment

You can increase the damage by 1d6 and the bleeding level by 1 for each additional mana expended.

3 hours/mana

As two actions, a Large spectral guardian appears and hovers for the duration in an unoccupied space of your choice that you can see within 5 meters. The guardian occupies that space and is indistinct except for a weapon it wields which is emblazoned with the symbol of your deity. The weapon is a weapon associated with your deity (as St. Cuthbert is known for his mace and Thor for his hammer).

When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. A creature that moves within 1 meter of the spell’s area for the first time on a turn or starts its turn there must make a Reflex saving throw.

On a failure, it takes 2d12 bludgeoning, piercing, or slashing (based on the weapon associated with your deity) damage.

On a critical failure, it takes twice as much damage.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

The guardian vanishes when it has dealt a total of 50 damage.

Augment

You can increase the damage by 1d10 and the maximum damage increased by 25 for each additional mana expended.

As two actions, you draw the moisture from every creature at a point within 20 meters. Each creature in a sphere centered on that point must make a Fortitude saving throw, which it does with disadvantage if it is a plant creature, a magical plant, or a creature made of water such as a water elemental. If the creature has no moisture in its body, the spell has no effect on it.

On a failure, it takes 7d6 necrotic damage and is exhausted 1 until it rehydrates. This exhaustion does not accumulate with other forms of exhaustion due to dehydration.

On a critical failure, it takes twice as much damage and is exhausted 2 until it rehydrates. This exhaustion does not accumulate with other forms of exhaustion due to dehydration.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

The spell deals maximum damage to plant creatures, magical plants, or creatures made of water such as a water elemental.

Nonmagical plants that aren’t a creature, such as a tree or shrub, automatically fail the saving throw and withers and die.

Augment

You can increase the damage by 2d6 for each additional mana expended.

concentration, 5 minutes/mana

As two actions, swarming, biting locusts fill a sphere centered on a point within 20 meters. The locusts spread around corners and remain for the duration. The sphere’s area is lightly obscured and difficult terrain. A creature that enters the spell’s area for the first time on a turn or starts its turn there must make a Fortitude saving throw.

On a failure, it takes 2d8 piercing damage.

On a critical failure, it takes twice as much damage.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

Augment

You can increase the damage by 1d8 for every other additional mana expended.

concentration, 1 hour/mana

As two actions, choose a sphere of terrain twice as big as normal within 20 meters. You can reshape dirt, sand, or clay in the area in any manner you choose for the duration. You can raise or lower the area’s elevation, create or fill in a trench, erect or flatten a wall, or form a pillar. The extent of any such changes can’t exceed half the area’s largest dimension. So, if you affect a 5-meter square, you can create a pillar up to 3 meters high, raise or lower the square’s elevation by up to 3 meters, dig a trench up to 3 meters deep, and so on. It takes 10 minutes for these changes to complete.

Every 10 minutes you spend concentrating on the spell, you can choose a new area of terrain to affect.

Because the terrain’s transformation occurs slowly, creatures in the area can’t usually be trapped or injured by the ground’s movement.

This spell can’t manipulate natural stone or stone construction. Rocks and structures shift to accommodate the new terrain. If the way you shape the terrain would make a structure unstable, it might collapse.

Similarly, this spell doesn’t directly affect plant growth. The moved earth carries any plants along with it.

As two actions, up to three pillars of sand burst from a place on the ground that you can see within 20 meters. A pillar is a cylinder that has a diameter of 2 meters and a height of up to 5 meters. The ground where a pillar appears must be wide enough for its diameter, and you can target ground under a creature if that creature is Large or smaller.

A pillar has 12 Defense, 2 Soak, and 30 Health. When reduced to 0 health, a pillar crumbles, which creates an area of difficult terrain with a 2-meter radius that lasts until the sand is cleared. Each 1-meter diameter portion of the area requires at least 1 minute to clear by hand.

If a pillar is created under a creature, that creature must make a Reflex saving throw or be lifted by the pillar. A creature can choose to fail the save.

On a success, the creature moves up to 1 meter to the nearest space.

If a pillar is prevented from reaching its full height because of a ceiling or other obstacle, a creature on the pillar takes 4d6 bludgeoning damage and is restrained, pinched between the pillar and the obstacle. A creature restrained by a pillar can use an action to make a Brawn or Nimbleness check (its choice) against your spell save Difficulty.

On a success, the creature is no longer restrained and must either move off the pillar or fall off it.

Augment

You can create one additional pillar for each additional mana expended.

concentration, 5 minutes/mana

As two actions, a swirling cloud of sand swirls through the air in a sphere centered on a point within 20 meters. The cloud spreads around corners and is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 15 kilometers per hour) disperses it.

A creature that enters the spell’s area for the first time on a turn or starts its turn there must make a Fortitude saving throw.

On a failure, it takes 2d4 slashing damage and is blinded until the end of its next turn.

On a critical failure, it takes twice as much damage.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

As an action, you can cause the cloud to move 2 meters in a direction that you choose at the start of each of your turns. As an action, you can stop the cloud from moving if it is within 20 meters of you.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can increase the damage by 1d4 for each additional mana expended.

  • You can expend 1 additional mana so duration changes to 1 hour/mana.

  • Massive Sandstorm. You can expend 3 additional mana to create a 200-meter radius sphere at a point you can see within sight range. Sand and gusts assail the area. The area is difficult terrain and is heavily obscured. Ranged weapon attacks in the area are impossible. The wind and sand count as a severe distraction for the purposes of maintaining concentration on spells. Gusts of strong wind (at least 30 kilometers per hour) automatically disperse fog, mists, and similar phenomena in the area, whether mundane or magical.

    The damage is reduced to 1d4.

As two actions, choose a sphere twice as big as normal of stone or sand that you can see within 20 meters, and choose one of the following effects.

Transmute Rock to Sand. Nonmagical rock of any sort in the area becomes an equal volume of thick, flowing sand that remains until the spell is dispelled.

The ground in the spell’s area becomes sandy enough that creatures can sink into it. Movement through the sand is at a quarter speed, and any creature on the ground when you cast the spell must make a Reflex saving throw. A creature must also make the saving throw when it moves into the area for the first time on a turn or ends its turn there.

On a failure, a creature sinks into the sand and is restrained, though it can use an action to end the restrained condition on itself by pulling itself free of the sand.

If you cast the spell on a ceiling, the sand falls. Any creature under the sand when it falls must make a Reflex saving throw. A creature takes 5d6 bludgeoning damage on a failed save, or half as much damage on a successful one.

Transmute Sand to Rock. Nonmagical sand or quicksand in the area no more than 2 meters deep transforms into soft sandstone until the spell is dispelled. Any creature in the sand when it transforms must make a Reflex saving throw.

On a success, a creature is shunted safely to the surface in an unoccupied space.

On a failure, a creature becomes restrained by the rock. A restrained creature, or another creature within reach, can use an action to try to break the rock by succeeding on a Difficulty 20 Brawn check or by dealing damage to it. The rock has 15 Defense, 2 Soak, and 25 Health, and it is immune to poison and psychic damage.

Augment

You can increase the damage from the sand falling by 2d6 for each additional mana expended.

concentration, 5 minute/mana

As two actions, you create a wall of swirling sand twice as big as normal on the ground at a point you can see within 20 meters that lasts for the duration.The wall can’t occupy the same space as a creature or object and it needs to be vertical and to rest on a firm foundation. The wall blocks line of sight, but creatures and objects can pass through it.

A creature must spend 3 meters of movement for every meter it moves through the wall. A creature is blinded until the start of its next turn after moving through the wall.

7 days

As two actions, you inflict a contagion upon a creature that you can touch or see within 10 meters. The creature must make a Fortitude saving throw.

On a failure, it is becomes diseased for the duration.

When you cast this spell, choose one of the following diseases.

Since this spell induces a natural disease, any effect that removes a disease or otherwise ameliorates a disease’s effects apply to it.

At the start of each of its turns while diseased in this way, the creature must make a Fortitude saving throw. If the creature succeeds on three of these saves, it is no longer diseased, and the spell ends. If the creature fails three of these saves, the disease manifests. While diseased, the creature is subjected to the following effects.

Blinding Sickness. Pain grips the creature’s mind, and its eyes turn milky white. The creature is blinded and has disadvantage on Will saving throws.

Filth Fever. A raging fever sweeps through the creature’s body. The creature is exhausted 2.

Flesh Rot. The creature’s flesh decays. The creature has vulnerability to all damage.

Mindfire. The creature’s mind becomes feverish. The creature is confused for the duration and has disadvantage on Will saving throws.

Seizure. The creature is overcome with shaking. The creature has disadvantage on Reflex saving throws and attack rolls.

Slimy Doom. The creature begins to bleed uncontrollably. The creature has disadvantage on Fortitude saving throws. In addition, whenever the creature takes damage, it is stunned until the end of its next turn.

concentration, 1 minute/mana

As two actions, a creature that is made of flesh that you can touch or see within 10 meters must make a Fortitude saving throw.

On a failure, its body starts to turn into crystalized salt as it is slowed 2.

A creature slowed by this spell must make another Fortitude saving throw at the end of each of its turns.

On a success, the slowed level is reduced by 1.

On a failure, the slowed level increases by 1. The spell ends if the slowed level is reduced to 0. If the slowed level reaches 4, the creature is turned to salt, no longer makes saving throws each turn, and is subjected to the petrified condition for the duration.

Since this spell induces the process of becoming petrified, any effect that removes petrified apply to it.

If the creature is physically broken while petrified, it suffers from similar deformities if it reverts to its original state.

If you maintain your concentration on this spell for the entire possible duration, the creature is turned to salt until the effect is removed.

As you spend 1 minute to cast this spell, you create a magical restraint to hold a creature that you can touch or see within 5 meters. The target must succeed on a Will saving throw or be entombed far beneath the sands in an air pocket that is just large enough to contain the target. Nothing can pass through the pocket, nor can any creature teleport or use planar travel to get into or out of it. If it succeeds, it is immune to this spell if you cast it again.

While affected by this spell, the creature doesn’t need to breathe, eat, or drink, and it doesn’t age. Divination spells can’t locate or perceive the target.

Ending the Spell. During the casting of the spell, you can specify a condition that will cause the spell to end and release the target. The condition can be as specific or as elaborate as you choose, but the GM must agree that the condition is reasonable and has a likelihood of coming to pass. The conditions can be based on a creature’s name, identity, or deity but otherwise must be based on observable actions or qualities and not based on intangibles such as level, class, or health.

A dispel magic spell can end the spell only if it is cast using 5 mana.