Storm of the Elements
(Evocation)
(Air, Earth, Fire, Water)
Level: Quest spell
Sphere: Elemental (All)
Range: Special
Components: V, S, M
Duration: Special
Casting Time: 2 rds.
Area of Effect: Special
Saving Throw: None
By casting this spell, the cleric beseeches his/her deity to call forth the power of the elements, the strength of weather, and the graces of his/her deity. The priest must pray for a full 2 rounds in order for the spell to be granted. Once granted, a blustery storm rolls in regardless of weather conditions or the region. The sky darkens, and winds begin to howl. Once the storm has rolled in, it begins to rain, and the winds increase to hurricane force. The sheer power of the winds drives the rain so hard actual physical damage is taken. Then, arbitrary lightning strikes begin to fall, and at this point, the rain turns to golf ball sized hail. The lightning continues to strike, and a tornado is created out of the storm, and it sweeps through the entire range of the storm until the next stage starts. As the tornado rages, the hail turns to softball sized chunks. At this point, the softball turns to actual hunks of rock, which ravages the area for a time as the tornado fades.
Once the tornado has faded, the rocks ignite on their fall. Actual fire and brimstone begin to fall from the heavens. This continues as all winds in the area continue to blow. The fires are fanned by the winds, and they grow in size until almost all is consumed by fire. Then, after a significant amount of time, the winds die out, and rain begins to fall again. It quenches all the fires, and steam begins to expand out from the smoldering surroundings. The rain continues to fall for 5 days thereafter. While these rains fall, all non-intelligent plant life begins to bloom, grow, and returns to it's normal state before the storm.
The spell is centered on an object, within the caster's sight, and remains there until complete, covering 1000 square yards per level of the caster (roughly the size of a football field by a football field). All in all, the destructive force of the storm lasts 6 turns. The storm effects occur as follows:
There is no saving throw. These are physical attacks. It is up to the DM's discretion on whether protection from normal missiles, and related spells prevent damage or grant any protection from this mighty spell. Anti-magic shell, and dispel magic does not stop the storm.
Only the Caster can remain in the storm and not be harmed. Also, if this is cast upon a city, the city will more than likely be leveled, and left in ruins. Between the strong winds, hail, lightning, falling meteors, and fireballs, the city would be left in ruin. The cleansing rains will wash away foundations, and topple the largest structures. At the end of the five days, the city will be overgrown with vegetation and overrun by animals that are native to the area.
By using this spell, the priest is beseeching his/her deity to cleanse and area. Whether it is cursed, dying, or overrun with evil/good. It calls into being a finger of the gods (specifically one of the elemental gods). The power of the spell is divined from all things natural. The elements shift and change in a way to thoroughly decimate an area, and purge anything and everything from the landscape.
The material components are as follows: After the prayer, the priest sprinkles a vial of holy water on the ground. He then drops a pebble of pure granite into the small “puddle”, and then sprinkles a pinch of sulfur from his open palm onto the pebble. He then strikes his flint and steel, igniting the sulfur, then begins blowing and fanning the flame as the kindling (or straw) is applied. As the kindling burns, he sprinkles another vial of holy water over the flames, and extinguishes the small fire. He then places the feather of a swallow, a tuft of white rabbit hair, and oak leaf on the exposed rock, and pours the last vial of holy water over them. (This is during the first round the spell starts. If the last part is not done, the earth remains scarred, and ruined.)
Notes: Quest spells are typically only granted in rare or extreme circumstances.