Sea of Dust
TransmutationTransmutation spells change the properties of some creature, thing, or condition.
[ WaterSpells that manipulate water or conjure creatures from water-dominant planes or with the water subtype should have the water descriptor.]
PFS Legal
Available to
Classes
Druid 9
- Casting Time
- 1 hourMost spells take 1 standard action; others list 1 round, 1 minute, or more, or use a swift or immediate action.Full rule on Archives of Nethys ↗
- Components
- V, S, DFV (Verbal): A spoken incantation; you must be able to speak in a strong voice. A silence effect or a gag spoils it, and being deafened risks failure.S (Somatic): A precise movement of the hand; you must have at least one hand free to perform it.DF (Divine Focus): An item of spiritual significance — e.g. a holy symbol appropriate to your faith, or a druid's or ranger's sprig of holly.Full rule on Archives of Nethys ↗
- Range
- 0 ft.How far the spell reaches. Close = 25 ft + 5 ft/2 levels; Medium = 100 ft + 10 ft/level; Long = 400 ft + 40 ft/level. Personal = yourself; Touch = a creature or object you touch.Full rule on Archives of Nethys ↗
- Area
- 2-mile-radius emanationHow the spell is aimed: a Target (specific creatures or objects), an Effect it creates (e.g. a wall or a summoned creature), or an Area shape (burst, cone, line, and so on). Some areas are shapeable. "Target or Area" means the spell uses either, at your choice.Full rule on Archives of Nethys ↗
- Duration
- permanentHow long it lasts. Instantaneous resolves at once; Concentration lasts while you keep focusing; Permanent lasts until dispelled. A trailing "(D)" means you can dismiss it as a standard action.Full rule on Archives of Nethys ↗
- Saving Throw
- noneIf a save is allowed, the target rolls Fortitude, Reflex, or Will: the result negates, gives partial, half, or no effect. "harmless" lets a willing target decline. Save DC = 10 + spell level + your casting ability modifier.Full rule on Archives of Nethys ↗
- Spell Resistance
- noWhether a creature's spell resistance can block the spell (Yes/No). For "harmless" spells a willing creature may lower its SR to be affected.Full rule on Archives of Nethys ↗
You cause all areas of water to which you have line of effect to recede as if you had cast control water. Exposed water that enters the area ebbs away, evaporating or leaching into the ground at a rate of 1 foot of depth per hour. Living creatures in the area when the spell is cast are parched with thirst and take a –4 penalty on Constitution checks to resist the effects of a hot climate, and their daily water requirement to avoid thirst doubles (Pathfinder RPG Core Rulebook 444). Plant creatures and inanimate plants take 1d6 points of nonlethal damage per hour after the first 24 hours, which bypasses hardness and damage reduction. Living creatures with the aquatic or water subtype, unless completely immersed in water, must attempt a DC 20 Constitution check each hour no matter how much water they drink. A creature that fails takes 1d6 points of nonlethal damage and becomes fatigued until it recovers from the nonlethal damage.
After 1 week, the soil in the area of sea of dust begins to break down and blow away. Moderate winds have a 50% chance each hour to cause sandstorms (Core Rulebook 431). This chance increases to 75% in strong winds and 100% in severe or stronger winds. Short-duration wind effects such as gust of wind create sandstorms with the same area and duration as the spell, plus an identical duration after the spell ends.
After 1 month, the soil in an area affected by sea of dust has virtually disintegrated. The area is treated as a shallow bog for the purposes of movement (Core Rulebook 427), with a 25% chance each hour to encounter an area equivalent to a deep bog 2d6×10 feet across, and a 5% chance to encounter a collapsing dust drift equivalent to quicksand (Core Rulebook 427) 1d6×5 feet across. The affected region remains desertlike in condition until the magic is dispelled, at which point the region recovers and returns to its original terrain over the course of time (this may take only days or weeks, or it could take months or even years, subject to GM discretion). This spell has no effect if cast on an entirely aquatic region. If the spell is cast on an island, the effects of the spell extend to the shore but not beyond.
After 1 week, the soil in the area of sea of dust begins to break down and blow away. Moderate winds have a 50% chance each hour to cause sandstorms (Core Rulebook 431). This chance increases to 75% in strong winds and 100% in severe or stronger winds. Short-duration wind effects such as gust of wind create sandstorms with the same area and duration as the spell, plus an identical duration after the spell ends.
After 1 month, the soil in an area affected by sea of dust has virtually disintegrated. The area is treated as a shallow bog for the purposes of movement (Core Rulebook 427), with a 25% chance each hour to encounter an area equivalent to a deep bog 2d6×10 feet across, and a 5% chance to encounter a collapsing dust drift equivalent to quicksand (Core Rulebook 427) 1d6×5 feet across. The affected region remains desertlike in condition until the magic is dispelled, at which point the region recovers and returns to its original terrain over the course of time (this may take only days or weeks, or it could take months or even years, subject to GM discretion). This spell has no effect if cast on an entirely aquatic region. If the spell is cast on an island, the effects of the spell extend to the shore but not beyond.