Level
4th
Casting Time
1 Action
Range/Area
Self 10 ft. (10 ft. *)
Components
V, S, M *
Duration
Concentration 1 Minute
School
Transmutation
Attack/Save
DEX Save
Damage/Effect
Melee Weapon Attacks (...)

A golden sandstorm surrounds your body until the spell ends, causing you to become heavily obscured to others. The sandstorm causes the area within 10 feet of you to be lightly obscured, and creatures of your choice within this area must make a Dexterity saving throw. On a failed save a creature takes 3d4 piercing damage and has its speed reduced by 10 feet until the beginning of its next turn, on a successful save a creature instead takes half the damage and suffers no additional effect. Creatures of your choice must also make this saving throw when it enters the spell's area for the first time on a turn or ends its turn there.

 

Until the spell ends, your melee attacks deal an additional 4d4 piercing damage, and you have advantage on saving throws against being knocked prone or forced movement.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you are immune to the prone condition and have advantage against saving throws against blinding light

 

* - (A gemstone worth at least 150gp found in the desert. Such as a Jasper, Garnet or Malechite)

Spell Tags: Damage Control Buff Debuff Combat Warding Special

Available For: Druid (Legacy) Ranger (Legacy) Sorcerer (Legacy)

ILikeSolitare

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