Revision: Divine Desert Winds [6]
We made a very obvious, silly mistake during our initial design of the Desert Winds. Thankfully, it's rather obvious when we look back on it:
The spell did not turn to Allah for guidance.
Magic is divine, and to have complete mastery over it one must acknowledge that it is fully within Allah's realm of control. Our wizards foolishly attempted to control it with nary a prayer or tribute to the God of All Creation, and in return the spell punished us for its use. We understand our mistake now, and Holy Prayers have been fully integrated into the spell circles that make up the casting area. The prayers seek Allah's guidance, sing to his praises, and promise our everlasting faith and love. It is only by seeking His Divine Wisdom and Favor can we thoroughly control the Desert Winds - now named "Divine Desert Winds" to reflect the holy nature of the spell.
What is more godly than the very elements of nature themselves? In the future our Researcher Priests resolve to first analyze the divine aspect of any new magic we attempt, granting us a bonus to the design if it is explicitly Holy in nature. In the meantime, the inscriptions merely acknowledging that we are humbly borrowing Allah's divine might to strike down his foes is enough to allow the Divine Desert Winds to pass to the north. These winds bring clean, clear air, free of dust and sand and other debris which might harm our men.
The spell still requires several wizards working in tandem over several hours to cast, and raises the temperature one "level" in a specified area. It still does not reach to the northern tagia. Very Expensive.
NOTE: Temperature levels are as follows -
Tagia>Mountain>Plains>Jungle>Desert