Desert Cocoon, Greater (3.5e Spell)

From D&D Wiki

Jump to: navigation, search
Desert Cocoon
Level: Sandbender 7
Casting time: 1 round
Range: Personal
Duration: 5 minutes per Technician Level or until destroyed, see text;
Saving Throw: None
Spell Resistance: No

Technique Points Required: 13

Slowly interlocking your fingers into a hemispherical shape, your attuned sand sweeps into the ground, creating a large mass of sand equivalent to 100 cubic feet of sand. It has enough room inside for you and 8 others to move around easily and covers a 5 foot radius (including underground) out from you (3x3 square). This is room enough for 14 medium or 20 small creatures. Having any more than 9 medium creatures (including self) or 12 small creatures impedes movement and creates a cramped condition.

The cocoon has 250 health, an AC of 25, and prevents all projectiles, weapons, and spells/powers/techniques from penetrating it. Anything requiring an origin point to be selected cannot have it's origin be placed within the cocoon. If an origin is attempted to be selected within the cocoon, the result instead originates 1 foot over the cocoon.

Techniques may be used while you're within the cocoon but have a 90% miss chance due to the sound barrier the cocoon creates as well as the obvious loss of vision. This is lost if you somehow retain vision of outside the cocoon.

Also, the surface of the cocoon may be used for other techniques. If used so, the surface must remain in contact with itself or the cocoon is left with a hole that may let in damage. This hole may be repaired with an amount of sand equal to that which was lost but if the new sand isn't attuned sand, the cocoon loses 5 health and 1 AC for each cubic foot of attuned sand replaced. Alternatively, you may open a hole in the cocoon purposely to provide you vision. A small hole allows you to see directly straight out of the hole. This provides a 10% chance that an attack slips in the hole and hits whoever is in front of it. To add 5 feet of vision in a direction adds another 10% for each 5 feet.

You may spend an additional 20 technique points to double the cocoon's health and increase its AC by 5. This may be done multiple times but only at the use of the technique.

You may spend no more than your technician level in additional technique points on this technique.

Material Component: 12 cubic feet of Attuned Sand

Back to Main Page3.5e HomebrewComplex Special Ability ComponentsTechniquesSandbender

Home of user-generated,
homebrew pages!