Sand Armor (3.5e Spell)

From D&D Wiki

Jump to: navigation, search
Sand Armor
Level: Sandbender 1
Components: S, M
Casting time: 1 Move Action
Range: Personal
Duration: 1 min. per technician level
Saving Throw: None
Spell Resistance: No

Technique Points Required: 1

You cover yourself in attuned sand providing yourself with strong armor that has health equal to the your wisdom modifier plus your technician level. HP is removed from the armor before your health.

The armor is visible as it is the color of sand and covers your entire body. It also cracks as it is damaged, resulting in being able to use half the attuned sand used in its creation when the armor takes half its health in damage.

You may spend an additional cubic foot of attuned sand at the cost of 2 additional technique points to provide the armor more health equal to twice your technician level(in addition to its normal health). If done while the armor is still active this also refreshes the duration. This may be done any number of times.

At creation, you may expend an additional 12 technique points as well as an additional cubic foot of attuned sand to provide immunity to attacks and spells depending on touch (such as finger of death) and increase the duration to 1 hour (if the duration is already over 1 hour, it is increased to 2 hours, and if over 2 then increased to 3, and so on...). These spells instead hit your armor and the armor takes the attack's/spell's damage instead (as if it had succeeded on saves that would automatically kill a creature). This may not be done until you may use a 5th level technique.

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

Material Component: 2-4 cubic feet of Attuned Sand

Back to Main Page3.5e HomebrewComplex Special Ability ComponentsTechniquesSandbender

Home of user-generated,
homebrew pages!