Pander's Whirlwind Travel
(Conjuration/Summoning)

Range:  0
Components:  V, S, M
Duration:  Special
Casting Time:  1 round
Area of Effect:  Special
Saving Throw:  None or special

This spell encapsulates the wizard, and possibly more people or equipment inside a conjured whirlwind. One of two variations of this spell may be cast without prior preparation at the option of the wizard.
The first variation is used by the wizard for personal transportation or protection. While encapsulated in the whirlwind's eye the wizard can view the outside normally and cause the whirlwind to travel over any relative continuous surface with short hops over ditches or small obstacles not over 4 feet in height being possible. The wizard may not carry more than his normal encumbrance and all equipment must be on his person (exceeding this limit causes the whirlwind to fizzle). No other creature may occupy the whirlwind unless it is carried. On solid ground the whirlwind can move up to 24 + 1 per level above fifth level. Rate of movement is the same whether moving uphill, downhill, or on stairs. Over loose sand or marsh the movement rate is _ of normal and over water the movement rate is half normal. Wind velocities can affect the rate of speed. Although the wizard may cast any spell from within the eye, none will breach the barrier of the winds and spells such as magic missile, fireball, or lightning bolt will bounce back towards the wizard, possibly ruining an otherwise fine day.
This variation's duration is 1 turn per level and can be turned on and off any time during the duration. It takes half a round to turn the winds on or off (a good wizard would calculate a spell so that it goes off the moment after the whirlwind stops). The wizard is still susceptible to outside damage from spells, but only takes half or no damage if saving throws are made while inside the whirlwind. Projectiles of a small nature will not penetrate the winds and the wizard's Armour Class and saving throws versus dodging have a +4 bonus while inside the eye of the whirlwind.
The second variation is not as fast and cannot be turned on and off (it is only good for a one-way trip). However, its area of effect is a 20-foot diameter column which is 10 feet high (centred on the wizard) and it can carry along anything in the area of effect on a relatively safe ride over long distances. Movement conforms as above but the base rate is 12 + 1 per level of the wizard over fifth level and the duration is 1 hour per level. All spells cast from inside conform as above, as do effects of area spells cast at the whirlwind. All inside have a +4 Armour Class bonus since they cannot be seen, but there are no dodging bonuses and saving throws versus dodging are based on the wizard for the entire group. Weight is not a factor when determining what is picked up for the ride. Anything not securely rooted to the ground will be picked up. Once started, the winds may only be exited or penetrated after startup by making a successful saving throw versus spell at a penalty of 1 for every two levels of the wizard, rounded down. Flying creatures who enter or exit from the top have no penalty on their saving throw. Creatures larger than the area of effect will simply push the whirlwind away if they try to enter it. The wizard may stop the winds at any time.
The material component of this spell is a piper's flute which is played to bring the whirlwind from the elemental plane of air.

