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Fae Shaman Sand Spells

Rules system: homebrew Sancturi system (August 2018 draft). Legacy design material, not canon for play.

Lore page: Fae Domains.

Contested

This page is named in the open question Count and names of the Fae realms.

The Shaman spell list for the Sand demesne: protection from sand, wind and heat, and spells that work through sand the caster has bound with Sand Binding. Sand is not among the Faerie realms of S279. The card format is explained on Fae Shaman Spells.

1st order

Spell Casting Effect
Protection from Sand & Wind 1 standard action; interruption +4; 1 creature; range 15 ft; 1 hour/Demesne; save none; attack --; empower +1 creature The target is immune to non-lethal damage from sand and wind, and to blinding from small particulate effects such as smoke and sand.
Sand Binding 1 standard action; interruption −4; 1 cu ft/Demesne Skill; range 5 ft; permanent (see effect); save none; attack --; empower +1 cu ft/Demesne Skill You bind an area of sand or sandy loose soil to you, up to 1 cubic foot per Demesne Skill. Many other sand spells require it. You can have at most Demesne × 5 cubic feet bound at any time; binding beyond the limit releases the oldest bound sand.

2nd order

Spell Casting Effect
Protection from Heat 1 standard action; interruption −2; 1 creature; range 30 feet; 1 hour/Demesne; save none; attack --; control 1 minor action The target absorbs the next 2d8+[REA] fire damage taken and gains 2 fire absorb for the duration.
Sand Puppet 1 standard action; interruption −2; 1 creature; range vision; 1 minute/Demesne; save none; attack --; control 1 minor action You form a humanoid shape from bound sand and direct it with a minor action. It cannot cause damage, exert force or carry more than 1 lb/Demesne level. It is immune to all Physical, Aural and Mystical damage types and is destroyed at once by any Blight, Thunder or Lightning. Each extra empowerment level doubles its duration.
Silent Sands 1 standard action; interruption +0; 1 creature; touch; 1 hour/Demesne; save none; attack --; empower +1 creature Your movement through sandy terrain leaves no physical trace and makes no sound.

3rd order

Spell Casting Effect
Sand Trap 1 standard action; interruption −2; 5x5 area; range 30 feet; 1 hour/Demesne; save Agility 14, Strength 12; attack --; empower +1 save difficulty A creature or object entering the area must make Agility vs 14 or sink to its waist in fluid sand (Large creatures +4 to the save; Huge are immune). It can spend a standard action on a Strength check vs 12 to get out, the difficulty rising by 1 per failure. While trapped it is immobilized. The area must be sand or sandy soil. The spell ends once the trap springs.
Sand Squall 1 standard action; interruption +0; 100 x 100 area; range 120 feet; 1 hour/Demesne; save Agility 14, Strength 12; attack --; empower +100'x100' area per level An area of obscurement: 50% within 5' (unless wearing goggles or other eye protection), 100% at any greater range.

4th order

Spell Casting Effect
Line in the Sand 1 standard action; interruption −2; self; range 0; 1 round/Demesne Skill; save none; attack --; empower +1 Hit with Reactions You draw a glowing crimson line around the area (any surface) and gain Reactions against creatures or effects within it equal to your spellcasting bonus.
Salt Strike 1 standard action; interruption +0; see effect; range 60 feet; 1 round/Demesne; save none/Acid; attack Evocation, Acid; empower +1 damage, +10 range You grab 1 cu ft of your bound sand, turn it into tiny salt crystals and hurl them at a single target for 1d4+[REA] damage. If it takes 3 or more damage it must save Vitality vs 12 or be partially blinded (−4) for 1d4 turns.

The Line in the Sand card defines the spellcasting bonus as "Reasoning for magi, wizards and druids, Charisma for sorcerers", class names from outside the Sancturi system.

5th order

Spell Casting Effect
Sandstorm Maelstrom 1 standard action; interruption −2; see effect; range 120 feet; 1 round/Demesne; save Vitality 12, Strength 10; attack --; empower +1 save difficulty Turns the target area into a swirling maelstrom of sand, within 100 feet: a 5x5 area takes 10 cu ft of bound sand, 10x10 takes 20, 15x15 takes 30 and 20x20 takes 40. All creatures in it take 1d6+[REA] bludgeoning damage, and unless they fully cover their eyes must save Vitality vs 12 or be partially blinded (−4) for 1d4 turns. Those outside must push against the storm to enter (Strength vs 10); those inside move out easily. Normal missiles are brushed aside; Large and magical missiles take −8 to hit.

Omitted material

The 6th-order card, Sand Table, and the three tables of spell names appended after it (Move Sand, Dust Curtain, Conjure Sand Lion, River of Sand, Unleash Monolith, Glassee and some forty others, many marked "(*)") are left out. They read as lifted from a published desert sourcebook for another game: the Sand Table text describes the spell in that game's terms, and the name tables pair the list with that game's standard spells (Stone Shape, Passwall, Transmute Rock to Mud). Only the name of the 6th-order spell, Sand Table, is kept.