Falstaffe's Ethereal Firestorm
(Conjuration/Summoning)

Range:  0
Components:  V, S
Duration:  1 turn per level
Casting Time:  1 turn
Area of Effect:  1/2-foot per level radius
Saving Throw:  None

By casting this spell, the wizard conjures forth a huge ghostly firestorm encompassing an area equal to half a foot radius per level of the caster with the wizard at the centre of the storm. Thus an 18th wizard would be standing at the centre of a firestorm 18 feet in diameter. The storm will do no damage to the wizard or to any other beings caught up in the area of effect. As the spell builds power, the wizard and any others in the firestorm take on fiery, ethereal forms. When the full turn is up, all that remains is the ghostly firestorm, with slightly visible images of the wizard and his companions within. At this time, the wizard can begin moving the firestorm at any rate up to 24 yards per turn. Corners and turns may be navigated, streams or crevasses crossed, there is almost no terrain that will hinder the firestorm (DM's choice if a special terrain). Those inside the firestorm may see all that goes on around them while they travel and cannot be harmed. Those objects or creatures in the path of the firestorm will fell simply a strong, hot wind (although the firestorm is scary looking, it does no damage in passing). The wizard may cease the spell in anytime during the spell. Those within the sphere will re-materialise exactly in the position they were when the spell was cast (i.e.: same marching order, same items drawn, same positions). Although they might go from travelling 24 yards per turn to standing still, those within the sphere will feel no forward momentum on re-entry. The wizard has 2 ways to stop this spell:
1.	The wizard can simply pause its effects. All will materialize, with the firestorm still active, and take some action (grab a chest of gold, check their map, etc.). The wizard may then restart the spell (this again takes one turn, plus however long the characters' actions take away from the remaining spell duration). Once restarted, the firestorm is free to move again until the remaining duration runs out. Note: no one can leave the radius of the spell while materialized or they will be unable to reenter their ethereal state.
2.	The wizard can end the spell. If this is done, all characters materialize as above, with the added bonus of the spells remaining energy being released within the area of effect at the rate of 2 points of damage per turn remaining. The wizard and others who materialize take none of this damage. Example: an 18th-level wizard and 3 companions are chasing some enemies, they get into attack position, weapons drawn, and cast the spell. After flying along for 8 turns, they spot the enemy and fly directly into them, and end the spell. The excess energy of 10 remaining turns is released for 20 HP of damage in an 18-foot diameter. All the characters may now attack and probably go first with the surprise factor).

