Desert Meteor (3.5e Spell)
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|Casting time:||up to 10 rounds|
|Range:||Long (400 ft. + 40 ft./technician level)|
|Area:||up to 100 ft. radius|
One hand held straight up in the air as if holding a large ball above your head, the other making a rotating motion, your attuned sand spins around you like a cyclone, changing the earth around you into sand. Above you the converted sand mixes with your attuned sand forming a perfectly spherical and ever-growing orb. Each round the orb grows 10 feet in radius and uses 2 more cubic feet of attuned sand.
An alternate, shorter version of the technique is located below for simplicity in standard play.
You may throw the orb on your turn as a full round action but may not move or use other techniques until then. If you are teleported while the orb is growing, the orb drops where it is. When thrown, the orb travels 200 feet in 6 seconds (33 and 1/3 feet per second). It can be seen with a Spot check that succeeds on a save based on distance and size. The DC is 10 + (1 for each 100 feet of distance) - (1 for each 10 feet of radius). Increase the DC by 4 if something is hampering vision, by 8 if something is providing concealment, but only if the vision blocking object covers the whole orb from the viewing point.
Once thrown, the orb deals damage wherever it lands in a radius as large as it grew to. The closer to the center of the landing spot, the more damage done. Those within ten feet of the target location take 1d10 crushing damage / 10 feet of radius + 1 point per technician level (maximum +25). Then those within 20 feet take 1d10 less than those that came before them (which includes those within 10 feet of the landing site). This continues for each 10 feet of radius.
For example, a 20th level sandbender throws a fully grown orb (all 10 rounds of growth). Everyone within 10 feet of the landing site takes 10d10 + 20 damage. Then, everyone within 20 feet of the landing site takes 9d10 + 20 damage. Everyone within 30 feet of the landing site take 8d10 + 20 damage. So on so forth.
See the table below for quick reference as to how much damage is dealt to each radius as well as any bonus effects that happen upon landing.
|Radius||Damage For Distance From Landing Site||Effects|
|10 ft.||20 ft.||30 ft.||40 ft.||50 ft.||60 ft.||70 ft.||80 ft.||90 ft.||100 ft.|
|40||10d10||6d10||3d10||1d10||0||0||0||0||0||0||Tremors: 60, Bury: 10|
|50||15d10||10d10||6d10||3d10||1d10||0||0||0||0||0||Tremors: 70, Bury: 15|
|60||21d10||15d10||10d10||6d10||3d10||1d10||0||0||0||0||Tremors: 80, Bury: 20, Knockback: 10|
|70||28d10||21d10||15d10||10d10||6d10||3d10||1d10||0||0||0||Tremors: 90, Bury: 25, Knockback: 15|
|80||36d10||28d10||21d10||15d10||10d10||6d10||3d10||1d10||0||0||Tremors: 100, Bury: 30, Knockback: 20|
|90||45d10||36d10||28d10||21d10||15d10||10d10||6d10||3d10||1d10||0||Tremors: 110, Bury: 45, Knockback: 25|
|100||55d10||45d10||36d10||28d10||21d10||15d10||10d10||6d10||3d10||1d10||Tremors: 120, Bury: 50, Knockback: 30|
Tremors: Everyone within in the indicated radius from the edge of the orb feel strong tremors as that of an earthquake. Buildings may take damage if within 70 feet of the edge of the tremors and will almost assuredly take damage if within 30 feet of the edge tremors.
Knockback: The impact of the orb causes enough wind to throw those within the indicated distance outside of the indicated distance. They take 1d6-1 damage for each 5 feet thrown.
Bury: Sand spills out from the crash burying those within the indicated distance from the edge of the impact.
All creatures that are buried by the sand and live are under similar effects of desert coffin.
 Short Version
The orb grows at a rate of 10' radius per round and uses up 2 cubic feet of attuned sand per round. Once thrown it travels at a speed of 200' per round and deals 1d10 per round damage to all caught within its radius upon landing.
If casting is interrupted the orb falls apart into sand, creating a mound wherever it was being cast.