This magic allows the caster to direct the movement of sand in a localized area-even against the forces of wind, gravity, and spells that are 2nd level or lower. Control is by sheer will and expressive gesture; the caster does not have to touch the sand directly, but must be able to see it during the spellcasting. In all cases, movement of the sand is slow and obvious.
This spell only functions in areas with a large amount of loose sand or dry earth, such as a desert, beach, or windswept barren. All or part of the loose sand in the area can be moved (within limits of the spell). Move sand does nothing in areas of solid rock, abundant plant life, or great moisture; these cause the spell to fail.
Move sand can prevent sand from blowing or drifting into a designated area, or help the caster dig out an area that has been covered. It serves equally well in the careful removal of sand from buried objects (even the living). The spell also can serve to create a drift that temporarily blocks an enemy's view.
In certain situations, move sand can be used to trigger a slide of sand from atop a dune, or to protect individuals caught in such a sandslide. To determine success, roll 1d20 and note the result. Then roll 1d8 and add the caster's level to determine a second result. If the second result is higher, the caster succeeds in triggering the sand-slide. Otherwise the sand moves (or fails to move) normally.
If this spell is used to deliberately lift sand or dust that is stable or at rest in calm conditions, it can create a cloud that obscures an enemy's vision. The cloud remains airborne for one round, and measures up to 20 feet by 10 feet across, by 5 feet deep. All missile attacks through such a cloud suffer a -1 attack penalty. A saving throw bonus of +1 is allowed against attacks that can be dodged (cf., Dexterity bonus); an example is lightning bolt.
The material component is a handful of sand.
Notes: Common for spellcasters from an Arabian setting; otherwise very rare.