Sandstorm
- SchoolConjuration/Summoning
- SphereElemental Air
- ComponentsV, S, M
- Range60 yards
- AreaSpecial
- Casting time4 rounds
- Duration3 rounds/level
- Save2
(See also: Sandstorm (Wizard Spell))
This spell allows a priest to conjure a very large version of a dust devil; one that can engage and attack a number of targets at once. The sandstorm is a large whirlwind of dust and sand 12 feet tall that covers a 10-yard by 10-yard square per level of the caster. The storm has AC 0, MV 12, and Hit Dice equal to the level of the caster.
The storm's shape can be determined by the caster and changed on any round after casting, provided no portion of the storm moves farther than its movement rate. Any creature within the storm is subject to an attack that inflicts 2d6 points of damage (save versus spell for half damage). The storm is only subject to attacks from magical weapons. The winds of the storm will put out all normal fires within it. Also, any items within the storm must make item saving throws each round or be destroyed-all sandstorm saves are as if versus acid with a +5 bonus. The storm can hold a gas cloud or a creature in gaseous form at bay or push it away from the caster. The cloud obscures vision through it, and creatures are blinded for 1d4 rounds after emerging from it (save versus spell to avoid blindness). A spellcaster caught within the= sandstorm loses concentration and any spells he is about to cast are ruined.
The material component for this spell is a small bottle of air collected on a windy day.
Notes: Common for priests from the Dark Sun setting; otherwise, very rare.
Sources: Dark Sun Campaign Setting · Priest's Spell Compendium