Kryx RPGThemesMonsters

Sand

Fine particles of rock and shells are pervasive across worlds. The Sand theme focuses on control and slashing damage, with some protection and utility.

Spells from the Sand theme allow you to shape earth and sand, desiccate your foes, find water, create clouds of sand, assume a sandy form, blast foes with sand, create areas of constricting sand, strip flesh with vicious grit, form magical grasping hands composed of sand, walk across sand, create pillars of sand, animate sand creatures, create walls of sand, turn creatures to pillars of salt, unleash great sandstorms, and imprison creatures in prisons of sand.

Power sources

Primal

Table of contents

Sand feats

You can take each feat only once, unless the feat’s description says otherwise. You must meet any prerequisite specified in a feat to take that feat. If you ever lose a feat’s prerequisite, you can’t use that feat until you regain the prerequisite.

Prerequisites: The ability to cast at least one earth or sand spell

Due to your connection to the earth you gain tremorsense which allows you to detect and pinpoint the origin of vibrations within 5 meters, provided that you and the source of the vibrations are in contact with the same ground or substance. Tremorsense can’t be used to detect flying or incorporeal creatures.

You can burrow through nonmagical sand with a burrow speed equal to half your walking speed. While doing so, you don’t disturb the material you move through.

Sand concoctions

As an action, you can create a packet of dust. A creature can use an action to sprinkle a pinch of it over water. The dust turns a sphere of water into one marble-sized pellet, which floats or rests near where the dust was sprinkled. The pellet’s weight is negligible.

Someone can use an action to smash the pellet against a hard surface, causing the pellet to shatter and release the water the dust absorbed. Doing so ends that pellet’s magic.

An elemental composed mostly of water that is exposed to a pinch of the dust must make a Fortitude saving throw, taking 4d6 necrotic damage on a failed save, or half as much damage on a successful one.

Augment

You can increase the damage by 3d6 for each additional catalyst expended.

Sand maneuvers

As an action, you can make a weapon attack and throw sand into the eyes of a creature that you can touch or see within 2 meters. You must have sand in your hand to throw. Add the stamina die to the attack’s damage (add half if you miss by 4 or less). On a hit, the creature must succeed on a Fortitude saving throw or it is blinded until the end of its next turn.

Enhance

You can increase the damage for each additional stamina die expended. This augment also causes the creature to be blinded for 1 minute/stamina die. At the end of each of its turns, a blinded creature can repeat the saving throw, ending the effect on itself on a success.

Sand spells

As an action, your free hand transform into sand, forming a sledgehammer. Make a melee spell attack against a creature within 1 meter of you.

On a hit, the target takes 1d6 bludgeoning damage.

If you miss by 4 or less, the target 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. If you 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 which must make a Reflex saving throw.

On a failed save, it takes 1d4 damage, can’t take reactions, and the next attack roll made against this target before the end of your next turn has advantage.

At higher levels

This spell’s damage increases by 1d4 when you reach 9th level (2d4) and 17th level (3d4).

As an action, a creature that has moisture in its body that you can touch or see within 10 meters must make a Fortitude saving throw.

On a failed save, you siphon the moisture from its body as it takes 3d12 necrotic damage and 2 liters of water are removed from the creature. Unless it rehydrates, it can quickly become exhausted 1.

On a successful save, it takes half as much damage.

Augment

You can increase the damage by 4d12 for each additional mana or psi 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 or psi 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 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 or psi 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 or psi

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 or psi 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 or psi expended and the duration changes to 5 minutes/mana or psi.

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

On a failed save, 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 or psi

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

  • You can expend 1 additional mana or psi 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 round.

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 failed save, a creature takes 3d4 slashing damage and is blinded until the end of its next turn.

On a successful save, it takes half as much damage and isn’t blinded by this spell.

Augment

You can increase the damage by 2d4 for each additional mana or psi expended.

1 minute/mana or psi

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 or psi

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 or psi, up to your mana limit or psi limit. For each mana or psi you expend, the elemental gains 1 mana or 3 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.

As an action on each of your turns, you can mentally command any creature you summoned with this spell if the creature is within 100 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 or psi for each option.
  • You can use an additional resource for each additional mana or psi expended.

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

As two actions, a brief windstorm filled with scouring, supernatural, grit that strips flesh forms at a point on the ground within 20 meters. Each creature in a sphere centered on that point must make a Reflex saving throw. A creature takes 7d6 slashing damage on a failed save, or half as much damage on a successful one. Additionally, the ground in that area becomes difficult terrain until cleared. Each 1-meter square portion of the area requires at least 1 minute to clear by hand.

Augment

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

concentration, 1 hour/mana or psi

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 5 Defense 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 successful save, 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 3d6 bludgeoning damage and is restrained, pinched between the pillar and the obstacle. A creature restrained by a pillar can use an action to make an Acrobatics or Brawn check (its choice) against your spell save DC.

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

Augment

You can create two additional pillars for each additional mana or psi expended.

concentration, 5 minutes/mana or psi

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 failed save, a creature takes 3d4 slashing damage and is blinded until the end of its next turn.

On a successful save, a creature takes half as much damage and isn’t blinded.

As an action, you can cause the cloud to move 2 meters away from you 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 or psi for each option.
  • You can increase the damage by 2d4 for each additional mana or psi expended.

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

  • Massive Sandstorm. You can expend 3 additional mana or psi 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.

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

    On a failed save, a creature takes 1d6 slashing damage and is blinded until the end of its next turn.

    On a successful save, a creature takes half as much damage and isn’t blinded.

concentration, 1 minute/mana or psi

As two actions, a Medium hand made from compacted sand rises in an unoccupied space on the ground that you can see within 5 meters. The hand reaches for a creature that you can touch or see within 1 meter of it which must make a Reflex saving throw.

On a failed save, it takes 1d6 bludgeoning damage and is restrained for the spell’s duration.

On a successful save, it takes half as much damage.

As an action, you can cause the hand to crush the restrained creature, which must make a Reflex saving throw. The creature takes 1d6 bludgeoning damage on a failed save, or half as much damage on a successful one.

To break out, the restrained creature can use an action to make an Acrobatics or Brawn check (its choice) against your spell save DC.

On a success, the creature escapes and is no longer restrained by the hand.

As an action, you can cause the hand to reach for a different creature or to move to a different unoccupied space within 5 meters. The hand releases a restrained creature if you do either.

Augment

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

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 failed save, 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 6d6 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 successful save, a creature is shunted safely to the surface in an unoccupied space.

On a failed save, 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 DC 20 Brawn check or by dealing damage to it. The rock has 15 Defense 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 or psi expended.

concentration, 5 minute/mana or psi

As two actions, you create a wall twice as big as normal of swirling sand on the ground at a point you can see within 20 meters for the duration. 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.

concentration, 1 minute/mana or psi

As two actions, mummified hands drag a creature that you can touch or see within 10 meters down into a pit of sand. The creature must succeed on a Reflex saving throw or be dragged below the surface into an extradimensional space filled entirely with sand.

While entombed by this spell, the target is blinded, restrained, and starts to suffocate, taking 2d8 bludgeoning damage at the start of each of its turns.

A creature can repeat the saving throw at the end of each of its turns. On a successful save, the effect ends and the target returns to the space it previously occupied, or the nearest unoccupied space.

Augment

You can increase the damage by 2d8 for each additional mana or psi expended.

concentration, 1 minute/mana or psi

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 failed save, 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 successful save, the slowed level is reduced by 1.

On a failed save, 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 or psi.

Augment sizes

1 catalyst/stamina die/mana2 catalysts/stamina dice/mana3 catalysts/stamina dice/mana4 catalysts/stamina dice/mana5 catalysts/stamina dice/mana
Cone3 meters long5 meters long10 meters long10 meters long20 meters long
Cylinder1-meter-radius, 3 meters high2-meter-radius, 6 meters high3-meter-radius, 9 meters high4-meter-radius, 12 meters high5-meter-radius, 15 meters high
Line5 meters long, 1-meter wide5 meters long, 2-meter wide10 meters long, 2-meter wide10 meters long, 2-meter wide20 meters long, 2-meter wide
Sphere1-meter-radius2-meter-radius3-meter-radius4-meter-radius5-meter-radius
Wall5 meters long, 2 meters high, 30 centimeters thick5 meters long, 4 meters high, 60 centimeters thick10 meters long, 6 meters high, 90 centimeters thick10 meters long, 8 meters high, 120 centimeters thick20 meters long, 10 meters high, 150 centimeters thick