Casting Time 1 standard action
Components V, S
Range long (400 ft. + 40 ft./level)
Area cylinder (40‑ft. radius, 20 ft. high)
Duration 1 round/level
Saving Throw none; Spell Resistance no
Hot, driving wind filled with sand limits all kinds of vision to 10 feet and gives all creatures within the area concealment. Creatures within the area suffer 1d3 points of damage from the blasting sand each round. The high winds make it difficult for creatures to move, requiring a DC 15 Acrobatics check (DC 20 for flying creatures). Failure means a creature can’t move in that round, while failure by 5 or more means it falls prone). The winds knock over and toss about unattended objects that weight less than 1 lb. per caster level, ripping lose tents, scattering small packs (generally moving such objects up to 10 feet in a random direction each round), and extinguishing uncovered torches and small fires.
The Genius Guide To: Air Magic. Copyright 2010, Super Genius Games. Author: Owen K.C. Stephens