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

Range:  10 yards per level
Components:  V, S, M
Duration:  5 rounds + 1 round per level
Casting Time:  3
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). It 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. As with minor elemental wall, lesser 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 per wall of sound (see the Complete Bard's Handbook, page 78). Namely, one side chosen by the caster produces such a roar that all communication (including verbal spell components) is disrupted within 30 feet. Those within 10 feet are deafened for 1d4 turns if they fail to save versus spell. The sound is heard on the other side, but is not disruptive. Anyone passing through the wall suffers 1d8 points of damage and is permanently deafened unless he rolls a successful saving throw versus spell. Deafened creatures suffer -1 penalty to surprise rolls, a +1 penalty to initiative rolls, and they are 20% likely to miscast spells with a verbal component. A silence, 15-foot radius spell cast by a higher level caster specifically for this purpose will dispel the wall; the wall otherwise destroys all silence spells that come into contact with it.
	Water	Creates a wall of "solid fog" that is up to 10 feet thick per level of the caster. Treat as a solid fog (page 163, Player's Handbook).
	Fire	Creates a billowing wall of black smoke that is 10 feet thick. Due to its noxious gasses, treat it as a stinking cloud (page 145, Player's Handbook), except those exposed to the cloud save with a -3 penalty. All vision within and through the wall is impossible.
	Earth	Creates a wall of swirling dust that is 10 feet thick. This wall has two effects. Treat as a blur for all attacks made within or through the wall (eg., ranged attacks; page 140, Player's Handbook). Anybody coming into physical contact with the wall will suffer as per the "itching" version of irritation (page 142, Player's Handbook) - saving throws are at a -3 penalty regardless of the number of creatures entering the area of effect.

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

