This spell enables an individual touched by the caster to animate a body made of sand immediately. The recipient wills the sand body to move and act, and can even cast spells through it-all while his own body is safely up to 100 miles away. The sand body resembles the recipient as closely as a pile of sand can; unless illusionary magic is cast upon it; few will believe it to be living flesh. The recipient (who may be the caster) can see, hear, and sense through the sand form. The form can fight, talk hoarsely, and carry things-in fact, it can perform all tasks less exacting than lock-picking, sewing, and similar handicrafts. It can even go adventuring and earn experience points for its “master.” The recipient's mind functions in two places simultaneously-within the sand form, and within his real body. The real body can still sense (sec, hear, smell, etc.) exactly as before, even benefiting from enhancements such as a magical ring. The tradeoff is paralysis. Besides breathing, blinking, and moving his eyes, the recipient cannot move his real body while the sand form is animated. (A few friendly guards are a wise precaution. So is a pleasant or strategic view.) The real body does not need to eat, drink, or sleep. It heals damage as if resting, regardless of the sand body's activity. The recipient is vulnerable when his sand form is the target of magical and psionic powers that affect the mind. The sand form can be fooled by illusion spells to the same degree as the recipient himself. They are of “like mind.” Physical attacks against the sand form don't damage the real body, but they do harm the sand form. The form has a number of hit points equal to the recipient's normal maximum (even if the recipient is currently crippled). The sand form has the recipient's natural Armor Class, too. It can wear armor and carry weaponry, with the same restrictions that apply to the recipient. The sand body does not benefit from anything worn or carried by the recipient's real body, however.
Cuts and bruises on the sand body are reflected by crumbling sand. Otherwise, the sand body can withstand attacks just as well (or as poorly) as the recipient can normally. There are two exceptions: if the sand body is immersed in water for more than a turn, or exposed to heavy rain for the same time, it disintegrates. If the sand form drops to 0 or fewer hit points or disintegrates, the owner must make a system shock roll. Failure indicates that the real body also dies.
The recipient of this spell can abandon his link with the sand form at any time, without harm to himself. The sand form collapses into loose sand and the recipient immediately regains control of his real body. The same thing occurs when the spell ends, or if the sand form moves beyond the 100-mile limit or to another plane. Anything carried or worn by the sand form simply falls to the ground.
If the recipient of this spell wishes to teleport later, note that locales visited by the sand form will count at least as “seen casually.” While the sand form is animated, the recipient also can direct it to “carefully study” a locale.
The material components of this spell are a fistful of sand and a hair or piece of skin from the recipient.
Notes: Common for spellcasters from an Arabian setting; otherwise, very rare.