Level: 1
Range: 30 meters
Components: V {dniw eht of ecrof eht leef}
S {blow the sand away}
M {pinch of desert sand}
Duration: d4 rounds + 1round/level
Casting Time: 1
Area of Effect: 1 creature per 5 levels of the caster
Saving Throw: special
This spell cause a stream of air taking with it whirling sand. This stream can be directed towards one or more creatures which will receive d2 damage/round and reduced vision (-2 attack), spellcasters have a 5 % cumulative chance of spellfailure every round. The damage can be halved as the victim active tries to cover all bodyparts, ceasing all other actions.
Level: 2
Range: 10 meter/level
Components: V, S
Duration: 1 round/level
Casting Time: 2
Area of Effect: 2 square meter cloud
Saving Throw: neg.
The spell cause a swirling cloud of tiny pieces of glass, which the caster can direct towards a victim for d6 damage/round. If the victim succesfully saved he free of damage if he missed his save the cloud will follow his movements.
If the victim actively tries to cover all exposed bodyparts (s)he receive only 1/2 of the damage. The cloud however is extremely damaging to protective items. Normal clothes will be full of holes in 1 round, armor or magical protection will protect for 1 round + 1round/plus or point AC bonus for underclothes and protective wear are full with tiny glassparticles and the leather straps of metal armor will be broken. Damage will be easy to repair. Natural AC is equally protective.
If the target isn't protecting his eyes save vs wands or be blinded for d10 turns, a 10 on the roll means blindness until magically healed.
Level: 3
Range: 1 kilometer if visible
Components: V, S, M (desert sand and a living dungbeetle)
Duration: 1 turn + 1 round/2 levels
Casting Time: 5
Area of Effect: 100 x 100m
Saving Throw: special
A desert storm as described at page 82 of the Al Qadim sourcebook. The effects are invisible to those outside the area of effect.
No missiles or magic can pass the area.
Level: 4
Range: 400m
Components: V, S, M (silver oil lamp)
Duration: 5 rounds per level
Casting Time: 5
Area of Effect: flying objects
Saving Throw: negate
The spell creates a light beam to search the air. If a target is locked within the beam (attack by the wizard modified by manouvrability class and size ). The flying object is forced out of the air by unfavourable winds within d5 rounds. The flying object has still a limited choise where to land but cannot fly for one hour.
Only one target can be locked in the beam in every five rounds. Large objects such as spelljammer ships has to be hit one time for every 10 tons to forced down.
This spell does't work in airless wildspace.