Spelt "Sirocco" in Priest's Spell Compendium
With this spell, a caster summons up a sirocco, the burning desert wind of legend. The caster must be able to see the sky to cast this spell, and must be in an area covered with sand or loose stone. Calling up a sirocco is dangerous, because the priest cannot control it once it is summoned.
At the end of the round in which the spell is cast, a blast of scorching wind emanates from the caster and sweeps along the ground before him, whipping up small objects and particulate matter, and carrying them along at tremendous speed. Creatures of size L and smaller must make a saving throw vs. petrification at -4 or be bowled over by the force of the wind, and spends both the current round and the next one in the sirocco attempting to stand. All items caught in the storm (including metal) are abraded by flying grit and must save vs. acid or be destroyed. Magical items save with their bonuses added to the basic roll. Living creatures suffer 2d10 points of damage per round of exposure.
The only way to escape a sirocco is to move outside its area of effect. Ground movement rates for all creatures inside are reduced to 10% of normal; all other movement (except innate teleportation or planar travel) is impossible. Killing the caster or rendering him unconscious will not end the spell, and he cannot end it prematurely even if he wishes. The caster is not bound to remain in place after the spell has been cast, but he cannot cast other spells until the sirocco has run its course or been dispelled.
Once the sirocco has started, it drifts in a random direction. Each round, select a direction to be 12 o'clock, and roll a d12. The number indicates the direction the sirocco moves for 2d10 yards.
The range of the spell depends upon the caster's level. The storm's center can be created at any point up to the limit of the range. The caster is not immune to the effects of the storm.
Notes: Uncommon for Elemental priests of Air or Earth from the Dark Sun setting; otherwise, very rare.