Fuse Sand
Fuse Sand is a D&D 3.5 spell (Transmutation) from Sa. On class lists for Sorcerer (Level 4), Wizard (Level 4), Spellthief (Level 4), and others. Range or area: Close (25 ft. + 5 ft./2 levels); Saving throw: See text; Duration: Instantaneous; Casting time: 1 standard action.
- School
- Transmutation
- Casting Time
- 1 standard action
- Components
- V, S, M
- Range
- Close (25 ft. + 5 ft./2 levels)
- Area
- Up to two 10 ft. cubes/caster level (S)
- Duration
- Instantaneous
- Saving Throw
- See text
- Spell Resistance
- No
This spell causes normal sand to melt slightly and stick, forming a relatively soft and porous building material (see Dungeon Waste Terrains, page 31).
Any creature in the sand is allowed a Reflex save to escape before the area hardens.
Creatures that are unable to escape become trapped and must be broken out.
A creature trapped beneath the surface begins to suffocate (see page 304 of the Dungeon Master’s Guide).
The fused sand has hardness 3 and 5 hp per inch of thickness, and a break DC of 22.
Material Component: A glass marble.