Searing Sand (3.5e Maneuver)

''You sweep the ground with your blade with supernatural speed, causing a dart of sand to aim straight to your opponent’s ground. The dart of sand shines as if it was molten.''

The Night Wind discipline often deals with the coldness of night, but it still retains some of the parent’s traits. This maneuver is an example of taking dirty fighting to supernatural levels. When you initiate this maneuver, you launch a dart-like projectile of blistering-hot sand at the opponent’s face or eyes, much like throwing sand or dirt. You must be stepping on sand, loose dirt or soil to use this maneuver. If you make a successful ranged touch attack, your target takes 2d6 points of fire damage and must succeed on a Reflex save (DC 13 + your Wisdom modifier) or become blinded for 3 rounds.

The target creature or an ally may attempt to remove the sand with water, but this attempt can be more dangerous. If the target creature or its ally attempts to do so, the blistering sand immediately solidifies and grows into tiny glass crystals that pierce the target’s eye. The target creature takes an additional 3d6 points of piercing damage and must succeed on a Fortitude save (at the same DC as the Reflex save) or become permanently blinded, as the glass crystals gouge the target’s eyes.

A creature immune to fire damage is not immune to the blindness effect, but a creature that ignores all piercing damage from the secondary effect is immune to the permanent blindness effect. Any other way to remove blindness (such as a remove blindness/deafness spell) does not cause the secondary effect.