Index of Spells by Sources - Sandstorm

Sandstorm

Archivist Spells

1st-Level Archivist Spells

Abjur
Conj
Div
  • Locate Water: Reveals location, size, and quality of water sources.
Necr
  • Sunstroke: Target takes 2d6 nonlethal damage and is fatigued.
Tran

2nd-Level Archivist Spells

Abjur
Conj
Evoc
  • Scimitar of Sand: Sand sword deals 1d6 damage +1/2 levels and renders target dehydrated.
Necr
  • Desiccate: Deals 1d6/2 levels dessication damage and dehydrates living creature.

3rd-Level Archivist Spells

Abjur
Conj
Evoc
Necr
  • Black Sand: Creates a 20-ft.-radius area of black sand.
Tran

4th-Level Archivist Spells

Conj
Evoc
Tran
  • Sandform: You become an oozelike being of sand.
  • Slipsand: Creates a volume of slipsand.

5th-Level Archivist Spells

Abjur
  • Dispel Water: Cancels water spells and effects or dismisses water creatures.
Conj
  • Summon Desert Ally V: Calls dustform creature to fight.
  • Wall of Magma: Deals 2d6 fire damage out to 10 ft. and 1d6 out to 20 ft. Passing through wall deals 5d6 damage +1/level.
Ench
  • Sleep Mote: Dust devil of magic sand puts foes to sleep.
Evoc
  • Flaywind Burst: Cone blows away and knocks down smaller creatures and deals 1d6 damage/level.
  • Parboil: Flash-heats air dealing 6d6 fire and 2d4 Intelligence damage to one or more creatures.
Necr
Tran

6th-Level Archivist Spells

Conj
Ench
Necr
Tran
  • Awaken SandXP: A region of sand forms into a Huge, sentient creature.
  • Scalding Mud: Transmute rock or earth into boiling muck.

7th-Level Archivist Spells

Conj
Tran

8th-Level Archivist Spells

Conj

9th-Level Archivist Spells

Conj
Tran

Bard Spells

2nd-Level Bard Spells

Conj
  • Hydrate: Heals dessication damage. Heals 2d8 + 1/level (max +10) damage.

3rd-Level Bard Spells

Ench

4th-Level Bard Spells

Abjur
  • Dispel Water: Cancels water spells and effects or dismisses water creatures.

6th-Level Bard Spells

Conj
  • Mephit Mob: Summons 2d6 mephits of a kind you designate.

Cleric Spells

1st-Level Cleric Spells

Abjur
Div
  • Locate Water: Reveals location, size, and quality of water sources.

2nd-Level Cleric Spells

Abjur
Conj
  • Hydrate: Heals dessication damage. Heals 2d8 + 1/level (max +10) damage.
Necr
  • Desiccate: Deals 1d6/2 levels dessication damage and dehydrates living creature.

3rd-Level Cleric Spells

Abjur
Conj
  • Haboob: Cloud of dust obscures sight and abrades those passing through it.
Necr
  • Black Sand: Creates a 20-ft.-radius area of black sand.
Tran

4th-Level Cleric Spells

Conj

5th-Level Cleric Spells

Abjur
  • Dispel Water: Cancels water spells and effects or dismisses water creatures.
Conj
  • Wall of Magma: Deals 2d6 fire damage out to 10 ft. and 1d6 out to 20 ft. Passing through wall deals 5d6 damage +1/level.
Evoc
  • Flaywind Burst: Cone blows away and knocks down smaller creatures and deals 1d6 damage/level.
  • Parboil: Flash-heats air dealing 6d6 fire and 2d4 Intelligence damage to one or more creatures.
Necr

6th-Level Cleric Spells

Ench
Necr

8th-Level Cleric Spells

Conj
  • Flashflood: Wave of water smashes everything in its path and floods area.

9th-Level Cleric Spells

Tran

Druid Spells

1st-Level Druid Spells

Abjur
Conj
Div
  • Locate Water: Reveals location, size, and quality of water sources.
Necr
  • Sunstroke: Target takes 2d6 nonlethal damage and is fatigued.
Tran

2nd-Level Druid Spells

Abjur
Conj
Evoc
  • Scimitar of Sand: Sand sword deals 1d6 damage +1/2 levels and renders target dehydrated.
Necr
  • Desiccate: Deals 1d6/2 levels dessication damage and dehydrates living creature.

3rd-Level Druid Spells

Conj
Evoc
Tran

4th-Level Druid Spells

Abjur
  • Dispel Water: Cancels water spells and effects or dismisses water creatures.
  • Skin of the Cactus: Grants natural armor, thorns, and resistance to dehydration.
Conj
Evoc
Tran
  • Sandform: You become an oozelike being of sand.
  • Slipsand: Creates a volume of slipsand.

5th-Level Druid Spells

Conj
Ench
  • Sleep Mote: Dust devil of magic sand puts foes to sleep.
Evoc
  • Flaywind Burst: Cone blows away and knocks down smaller creatures and deals 1d6 damage/level.
Necr
Tran

6th-Level Druid Spells

Conj
  • Mephit Mob: Summons 2d6 mephits of a kind you designate.
  • Sandstorm: Create a large dangerous duststorm.
  • Summon Desert Ally VI: Calls dustform creature to fight.
  • Wall of Magma: Deals 2d6 fire damage out to 10 ft. and 1d6 out to 20 ft. Passing through wall deals 5d6 damage +1/level.
Necr
Tran
  • Awaken SandXP: A region of sand forms into a Huge, sentient creature.
  • Scalding Mud: Transmute rock or earth into boiling muck.

7th-Level Druid Spells

Conj
Tran

8th-Level Druid Spells

Conj
Tran

9th-Level Druid Spells

Conj

Paladin Spells

2nd-Level Paladin Spells

Abjur
Conj
  • Hydrate: Heals dessication damage. Heals 2d8 + 1/level (max +10) damage.

Ranger Spells

1st-Level Ranger Spells

Abjur
Conj
Div
  • Locate Water: Reveals location, size, and quality of water sources.
Tran

2nd-Level Ranger Spells

Abjur
Conj

3rd-Level Ranger Spells

Abjur
Conj

4th-Level Ranger Spells

Conj
Tran
  • Slipsand: Creates a volume of slipsand.

Sorcerer/Wizard Spells

1st-Level Sorcerer/Wizard Spells

Div
  • Locate Water: Reveals location, size, and quality of water sources.
Necr
  • Parching Touch: One touch/level deals 1d6 desication damage and possibly 1 Con damage.
  • Sunstroke: Target takes 2d6 nonlethal damage and is fatigued.

2nd-Level Sorcerer/Wizard Spells

Conj
  • Ashstar: Hovering construct dehydrates a wounded creature.
Evoc
  • Scimitar of Sand: Sand sword deals 1d6 damage +1/2 levels and renders target dehydrated.
Necr
  • Desiccate: Deals 1d6/2 levels dessication damage and dehydrates living creature.

3rd-Level Sorcerer/Wizard Spells

Abjur
Conj
  • Haboob: Cloud of dust obscures sight and abrades those passing through it.
Ench
Evoc
  • Body Blaze: Cause a miniature wall of fire to rise from where you tread.
  • Storm Mote: Dust devil of flensing sand.
Tran

4th-Level Sorcerer/Wizard Spells

Conj
Evoc
  • Parboil: Flash-heats air dealing 6d6 fire and 2d4 Intelligence damage to one or more creatures.
  • Searing Exposure: Target suffers hours of wasteland exposure in a moment.
Necr
  • Wither: Deals 1d6 dessication damage/level (max 10d6) and causes dehydration.
Tran
  • Fuse Sand: Hardens sand and may trap creatures.
  • Sandform: You become an oozelike being of sand.

5th-Level Sorcerer/Wizard Spells

Abjur
  • Antifire Sphere: Creatures within sphere gain immunity to fire damage.
  • Dispel Water: Cancels water spells and effects or dismisses water creatures.
Conj
  • Wall of Magma: Deals 2d6 fire damage out to 10 ft. and 1d6 out to 20 ft. Passing through wall deals 5d6 damage +1/level.
Ench
  • Sleep Mote: Dust devil of magic sand puts foes to sleep.
Evoc
  • Flaywind Burst: Cone blows away and knocks down smaller creatures and deals 1d6 damage/level.
Necr
Tran

6th-Level Sorcerer/Wizard Spells

Ench
Necr
  • Ashen Union: Drains moisture from a creature, possibly killing it and destroying its body.
  • Mass Desiccate: Desiccates several creatures.
  • Mummify: Touched living creature dies and is mummified.
Tran

7th-Level Sorcerer/Wizard Spells

Tran

8th-Level Sorcerer/Wizard Spells

Abjur
Ench
  • Desert BindingM: Imprisons creature as sand in an hourglass or wind in the waste.