Glass Storm
- SchoolEvocation, Summoning
- SphereElemental Earth or Silt
- ComponentsV, S, M
- Range0
- Area30 ft. radius
- Casting time1 turn
- Duration1 rd./level
- SaveNone
This powerful version of the sand spray spell not only lifts and separates tiny crystal shards from sand or silt, it creates a terrible wind to propel them. The particles whip about the storm's area leaving a circular 5-foot “eye” where the caster and companions can stand unharmed.
Missile combat is impossible in the spell's area of effect. Everyone inside the area is blinded and distracted. The storm is very rough on leather armor, flesh, and other soft targets. Any equipment composed of such material must make a saving throw vs. normal fire or become useless. Living and undead creatures take 2d8 points of damage per round until they leave the path of the storm. A character escaping from the area is likely to be facing a randomly determined direction upon emerging from the storm (the DM determines this).
Notes: Uncommon for priests from the Dark Sun setting; otherwise, very rare.
Sources: Priest's Spell Compendium