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Sand was a substance composed of small grains of finely ground up stone and other minerals.

Natural Occurrence[]

Ascore

The ruins of Ascore, buried in sand on the edge of Anauroch.

Vast amounts of sand could be found in the natural world, such as the deserts of Anauroch,[1] Zakhara,[2] and Raurin.[3]

Wind could drive piles of sand into piles or hills called dunes, which could cover hundreds of square feet. The strongest of winds could blow dunes large distances in only several days. Dunes always had a steeper slope on the leeward side, where collapses were common.[4] On occasion, a change of wind mid-formation caused a blowout, a hidden hollow cavity that collapsed under weight and sucked in people and animals. A sand crust could form from mud or salt residue, creating a thin, hard surface over a patch of deep, soft sand.[5]

Sandstorms were harmful to most creatures, as the driving particles would reduce visibility and chafe skin.[4] Powerful enough storms could bury buildings, scour the flesh, blind the eyes, and choke the lungs. The shifting build-up of sand could even bury creatures alive, crushing and suffocating them, especially when an unstable dune collapsed in a sandslide (or was moved en-masse by a spell).[6][5]

Devil dunes were massive, malevolent forms of sand that resented trespassers, animated by magical power.[7]

Quicksand was an area of treacherous ground, usually found in marshes or deserts. In marshes it was a waterlogged, near-liquid soil or sand, while in deserts it was formed from a fine, powdery sand that flowed like water. It was very dangerous to unprepared explorers, who could easily drown in it.[8][9]

Availability[]

Usages[]

Silex Sand

A bag of silex.

Spell Components[]

Sand was used as a material component in many spells, many of which required no more than a pinch or handful of sand, though some demanded more complicated reagents. These included blast of sand,[19] cleanse water,[20] color spray,[21] conjure sand lion,[22] cool strength,[23] dispel mirage,[24] dune,[25] dust curtain,[26] flowstone,[27] Leomund's secure shelter,[28] maskstone,[29] mirage wall,[30] move earth,[31] move dune,[32] move sand,[33] persistent image,[34] river of sand,[35] sandcone,[30] sand form,[36] sand jambiya,[33] sand quiet,[37] sand slumber,[37] sand sword,[38] sand shadow,[39] sandstorm,[40] sleep,[41] statue,[42] timewarp,[43] traceless travel,[44] transmute rock,[45] and watchware.[46]

Bedine magical traditions used sand or another elemental aspect of the desert as a component, and was known as "wind and sand magic".[47] This included At'ar's fire,[48] cleanse water,[49] conjure sand lion,[50] create water,[51] death smoke,[50] find water,[52] fist of sand,[53] flesh mirage,[53] flying jambiya,[54] life water,[51] pillar of sand,[52] sand gems,[53] sand healing,[50] sand jambiya,[47] sand shadow,[52] sand shroud,[53] sand whisper,[54] sand worm,[49] sandswallow,[51] sun stone,[49] whispering sand,[48] wind blade,[50] wind compass,[54] and wind shadow.[48]

Creatures[]

Brown dragon vs adventurers

A brown dragon in its favored environment with its favored food.

Magic[]

In the Zakharan view of magic, many spells related to the element of earth were grouped into the province of sand.[71] Elemental mages who specialized in sand were called sand mages.[72]

Many spells existed that manipulated or affected sand in some way, especially from Bedine and Zakharan traditions.

Other[]

Appendix[]

Appearances[]

Video Games

Gallery[]

External Links[]

References[]

  1. Ed Greenwood (November 1991). Anauroch. Edited by Karen S. Boomgarden. (TSR, Inc.), p. 3. ISBN 1-56076-126-1.
  2. Jeff Grubb and Andria Hayday (April 1992). Arabian Adventures. (TSR, Inc), p. 10. ISBN 978-1560763581.
  3. Tracy Hickman, Laura Hickman, Philip Meyers, Peter Rice, William John Wheeler (May 1987). Desert of Desolation. (TSR, Inc.), p. 28. ISBN 978-0880383974.
  4. 4.0 4.1 Monte Cook, Jonathan Tweet, Skip Williams (July 2003). Dungeon Master's Guide v.3.5. (Wizards of the Coast), p. 91. ISBN 0-7869-2889-1.
  5. 5.0 5.1 Jennifer Clarke-Wilkes, Bruce R. Cordell and JD Wiker (March 2005). Sandstorm. (Wizards of the Coast), pp. 16–18. ISBN 0-7869-3655-X.
  6. 6.0 6.1 Jeff Grubb and Andria Hayday (April 1992). Arabian Adventures. (TSR, Inc), p. 82. ISBN 978-1560763581.
  7. Jennifer Clarke-Wilkes, Bruce R. Cordell and JD Wiker (March 2005). Sandstorm. (Wizards of the Coast), pp. 20–21. ISBN 0-7869-3655-X.
  8. Monte Cook, Jonathan Tweet, Skip Williams (July 2003). Dungeon Master's Guide v.3.5. (Wizards of the Coast), p. 88. ISBN 0-7869-2889-1.
  9. Jeff Grubb (August 1992). Land of Fate (Adventurer's Guide to Zakhara). (TSR, Inc), p. 10. ISBN 978-1560763291.
  10. Jeff Grubb, Julia Martin, Steven E. Schend et al (1992). Aurora's Whole Realms Catalogue. (TSR, Inc), p. 49. ISBN 0-5607-6327-2.
  11. Ed Greenwood (July 1995). Volo's Guide to Cormyr. (Wizards of the Coast), p. 94. ISBN 0-7869-0151-9.
  12. 12.0 12.1 12.2 12.3 Cryptic Studios (June 2013). Neverwinter. Perfect World Entertainment.
  13. Jeff Grubb, Julia Martin, Steven E. Schend et al (1992). Aurora's Whole Realms Catalogue. (TSR, Inc), p. 56. ISBN 0-5607-6327-2.
  14. Jeff Grubb, Julia Martin, Steven E. Schend et al (1992). Aurora's Whole Realms Catalogue. (TSR, Inc), p. 43. ISBN 0-5607-6327-2.
  15. Jennifer Clarke-Wilkes, Bruce R. Cordell and JD Wiker (March 2005). Sandstorm. (Wizards of the Coast), pp. 182–183. ISBN 0-7869-3655-X.
  16. Ed Greenwood (1987). Waterdeep and the North. (TSR, Inc), p. 32. ISBN 0-88038-490-5.
  17. Rudy Thauberger (Feburary 1996). “Campaign Classics: Magical Sands of Zakhara”. In Pierce Watters ed. Dragon #226 (TSR, Inc.), pp. 80–83.
  18. Wolfgang Baur (1993). Al-Qadim: Assassin Mountain: Holy Slayer Sourcebook. (TSR, Inc), p. 6. ISBN 1-56076-764-X.
  19. 19.0 19.1 19.2 19.3 Jennifer Clarke-Wilkes, Bruce R. Cordell and JD Wiker (March 2005). Sandstorm. (Wizards of the Coast), p. 112. ISBN 0-7869-3655-X.
  20. Jeff Grubb and Andria Hayday (April 1992). Arabian Adventures. (TSR, Inc), p. 144. ISBN 978-1560763581.
  21. Jonathan Tweet, Monte Cook, Skip Williams (July 2003). Player's Handbook v.3.5. (Wizards of the Coast), p. 210. ISBN 0-7869-2886-7.
  22. Jeff Grubb and Andria Hayday (April 1992). Arabian Adventures. (TSR, Inc), p. 127. ISBN 978-1560763581.
  23. Jeff Grubb and Andria Hayday (April 1992). Arabian Adventures. (TSR, Inc), p. 113. ISBN 978-1560763581.
  24. 24.0 24.1 Jeff Grubb and Andria Hayday (April 1992). Arabian Adventures. (TSR, Inc), p. 124. ISBN 978-1560763581.
  25. Scott Bennie (February 1990). Old Empires. Edited by Mike Breault. (TSR, Inc.), p. 74. ISBN 978-0880388214.
  26. 26.0 26.1 Jeff Grubb and Andria Hayday (April 1992). Arabian Adventures. (TSR, Inc), p. 119. ISBN 978-1560763581.
  27. Ed Greenwood (October 1990). Dwarves Deep. (TSR, Inc.), p. 40. ISBN 0-88038-880-3.
  28. Jonathan Tweet, Monte Cook, Skip Williams (July 2003). Player's Handbook v.3.5. (Wizards of the Coast), p. 247. ISBN 0-7869-2886-7.
  29. Ed Greenwood (October 1990). Dwarves Deep. (TSR, Inc.), p. 38. ISBN 0-88038-880-3.
  30. 30.0 30.1 30.2 Jeff Grubb and Andria Hayday (April 1992). Arabian Adventures. (TSR, Inc), p. 129. ISBN 978-1560763581.
  31. Jonathan Tweet, Monte Cook, Skip Williams (July 2003). Player's Handbook v.3.5. (Wizards of the Coast), p. 257. ISBN 0-7869-2886-7.
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  41. Jonathan Tweet, Monte Cook, Skip Williams (July 2003). Player's Handbook v.3.5. (Wizards of the Coast), p. 280. ISBN 0-7869-2886-7.
  42. Jonathan Tweet, Monte Cook, Skip Williams (July 2003). Player's Handbook v.3.5. (Wizards of the Coast), p. 284. ISBN 0-7869-2886-7.
  43. Scott Bennie (February 1990). Old Empires. Edited by Mike Breault. (TSR, Inc.), p. 80. ISBN 978-0880388214.
  44. 44.0 44.1 Jeff Grubb and Andria Hayday (April 1992). Arabian Adventures. (TSR, Inc), p. 116. ISBN 978-1560763581.
  45. Jonathan Tweet, Monte Cook, Skip Williams (July 2003). Player's Handbook v.3.5. (Wizards of the Coast), p. 295. ISBN 0-7869-2886-7.
  46. Richard Baker, Matt Forbeck, Sean K. Reynolds (May 2003). Unapproachable East. (Wizards of the Coast), p. 53. ISBN 0-7869-2881-6.
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