Sand Wraith

This spell is a part of the Scorpion Jab spell chain and is found in the Scorpion Jab rune stone.

This spell summons the undead menace of the desert, the Sand Wraith, to fight for you. The Sand Wraith's stats mirror your own stats, however the Sand Wraith can only cast spells and move. The Sand Wraith persists until killed or the spell's duration ends and is under your control. 

Lich of the Sands

This spell is a part of the Scorpion Jab spell chain and is found in the Scorpion Jab rune stone.

Upon casting this terrifying spell, you are transformed into a Lich of the Sands. Your Arcana increases by 1d12. Your Runic Speed and Soul both double. Your Runic Power increases by 1d20. You also become immune to all attacks and spells except revival magic, which if cast on you would kill you. When the spell's duration ends you are stunned for 1 round. 

Sandstorm

This spell is a part of the Scorpion Jab spell chain and is found in the Scorpion Jab rune stone.

This spell attempts to summon a terrible storm. However the storm is devoid of any water and instead fills itself with sand and debris. It rages across the battlefield doing 3d20 damage to everyone but the caster. Enemies must make Impossible Evade checks to not get hit, while allies need only to make Normal +1 Evade checks to not get hit. 

Evaporilion

This spell is a part of the Scorpion Jab spell chain and is found in the Scorpion Jab rune stone.

This manipulation draws out the water from the body of the target. 2d20 damage is done from the sudden loss of water. With a lack of water, the target gets fatigued and finally enters dehydration, having its movements and damage value cut in half until the target drinks 1 unit of water.

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