Elemental Wall
(Alteration, Evocation)(Elemental (All))

Range:  10 yards per level
Components:  V, S, M
Duration:  1 turn + 1 round per level
Casting Time:  4
Area of Effect:  Special
Saving Throw:  None

This spell allows the caster to create a stationary wall composed of material from his elemental plane of worship (templars may cast this spell in any form). As with minor and lesser elemental walls, elemental wall covers a 20-foot-square area per level (the thickness varies depending on the element); this area may be arranged in any manner to form a rectangular wall, as long as neither dimension falls below 5 feet. While this set of spells share common characteristics, such as duration and area of effect, the wall's specific properties differ based on its composition.

	Element	Properties
	Air	Creates a deafening wall of violently disturbed air that is two feet thick. Treat as a wall of sound (page 78, Complete Bard's Handbook), however the roar of an air wall is so intense that anyone passing through the wall suffers damage as per shout (page 163, Player's Handbook) and suffers a -3 penalty to his saving throw.
	Water	Creates a vertical wall of ice. Treat as an "ice plane" version of a wall of ice (page 164, Player's Handbook).
	Fire	Creates a billowing wall of smoke that is 10 feet thick. Similar to incendiary cloud (page 189, Player's Handbook), on the third round it erupts into flame (3d2) and continues to flame for the fourth (3d4) and fifth rounds (3d2). A saving throw versus spell is allowed to halve damage. On subsequent rounds, it is identical to a lesser fire wall, except that the heat remains intense, and those within the wall suffer 1 point of damage each round.
	Earth	Creates a wall of sand that is 1 foot thick per level of the caster. Treat as a wall of sand (in the Forgotten Realms Adventures). Namely, the sand is thick and viscous, reducing movement through the wall to half speed. All creatures relying on normal sight or infravision are blinded while within the wall, and they suffer a -3 penalty to their Armour Class for the round after leaving the wall. Creatures needing to breath suffer 1 point of damage per round spent within the wall. The wall extinguishes open flames, prevents speech within it, and blocks all sight through it.

The material component is a bit of the element (air, water, fire, earth) of which the wall is composed.

