Famine DomainGranted Power: Deal 1d6 desiccation damage per two cleric levels with a melee touch attack once per round.
Famine Domain Spells1st: Rot of Ages2nd: Blackrot3rd: Diminish Plants
4th: Starvation5th: Desiccate, Mass6th: Dire Hunger7th: Flesh to Salt, Mass8th: Horrid Wilting
9th: Dustbowl
DustbowlTransmutation [Fire]Level: Cleric 9, druid 8, sorcerer/wizard 8, walker in the wastes 8
Components: V, S, XP
Casting Time: 10 minutes (see text)
Range: 1 mile/level
Area: 1 mile/level radius, centred on you
Duration: 4d12 weeks
Saving Throw: None
Spell Resistance: No
You change the weather to a state of permanent sweltering heat and wind. It takes 10 minutes to cast the spell and an additional 10 minutes for the effects to manifest themselves. The current, natural weather conditions are determined by the DM. You then choose what conditions you want to manifest; the strength of the dustbowl depends on the existing climate and season of the area.
Season Possible Weather
-----------------------------------------------------------------------
Spring Frequent duststorms, daily heat
Summer Constant duststorms, occasional sandstorms, severe heat
Autumn Frequent duststorms, daily heat
Winter Moderate temperatures, occasional thunderstorms, constant rain
Daily wind and temperature adjustment during a dustbowl are determined using the table below. Add +8 to the roll when cast during summer, +4 in spring or autumn, –2 in winter, +2 for a hot climate, –2 for a temperate climate, and –6 for a cold climate. Roll separately for wind and temperature. The temperature and wind shown are the maximum possible for the day; at your option, there can be less wind or temperature.
d20 Roll Temperature Adjustment Amount of Wind
0 or less -10 degrees Weak (0–10 mph)
1—5 0 degrees Weak (0–10 mph)
6—10 +10 degrees Moderate (11+ mph)
11—15 +20 degrees Moderate (11+ mph)
16—20 +30 degrees Strong (21+ mph)
21—25 +40 degrees Strong (21+ mph)
26+ +50 degrees Very strong (31+ mph)
You control the general tendencies of the weather, such as the direction and intensity of the wind. When you select a certain weather condition to occur, the weather assumes that condition 10 minutes later (changing gradually, not abruptly). The weather continues as you left it for the duration, or until you use a standard action to designate a new kind of weather (which fully manifests itself 10 minutes later).
XP Cost: 100 XP.