spell name:
BREEZES C
list name:
wind law
level:
1
realm:
essence
type:
magician base
spell class:
f
duration:
concentration
range:
10'/lvl
area of effect:
10' r/lvl
sourcebook:
spell law
description: causes a light breeze as long as the caster concentrates.

spell name:
AIR WALL C
list name:
wind law
level:
2
realm:
essence
type:
magician base
spell class:
e
duration:
concentration
range:
100'
area of effect:
10' x 10' x 3'
sourcebook:
spell law
description: creates a 10' x 10' x 3' wall of dense air, cuts all attacks and movements through it by 50% (i.e., -50 to obs).

spell name:
STUN CLOUD (5' R)
list name:
wind law
level:
4
realm:
essence
type:
magician base
spell class:
e
duration:
6 rounds
range:
2 x r
area of effect:
5' r
sourcebook:
spell law
description: creates a 5' r cloud of charged gas particles: delivers a "c"" electricity critical on 1st and 2nd rounds, a ""b"" on 3rd and 4th rounds, and a ""a"" on rnds 5 and 6. it drifts with the windand affects all within the radius. the cloud takes one round to form, so anyone in the radius when it is cast may make a maneuver to move out of the radius without taking a critical; hower, after that anyone with the radius at anytime in the round takes the critical indicated (a maximium of one per round)."

spell name:
AIR STOP (10' R) C
list name:
wind law
level:
5
realm:
essence
type:
magician base
spell class:
f
duration:
concentration
range:
100'
area of effect:
10' r
sourcebook:
spell law
description: stops all generalized air movement (e.g., wind) up to wind of 30 mph; cuts higher winds by 30 mph in a 10' r.

spell name:
STUN CLOUD (10' R)
list name:
wind law
level:
6
realm:
essence
type:
magician base
spell class:
e
duration:
6 rounds
range:
2 x r
area of effect:
10' r
sourcebook:
spell law
description: creates a 10' r cloud of charged gas particles: delivers a "c"" electricity critical on 1st and 2nd rounds, a ""b"" on 3rd and 4th rounds, and a ""a"" on rnds 5 and 6. it drifts with the windand affects all within the radius. the cloud takes one round to form, so anyone in the radius when it is cast may make a maneuver to move out of the radius without taking a critical; hower, after that anyone with the radius at anytime in the round takes the critical indicated (a maximium of one per round)."

spell name:
VACUUM (5' R)
list name:
wind law
level:
7
realm:
essence
type:
magician base
spell class:
f
duration:
range:
100'
area of effect:
5' r
sourcebook:
spell law
description: creates a 5' radius near vacuum, all in radius take a "b"" impact critical, as air leaves and rushes back in."

spell name:
AIR STOP (20' R) C
list name:
wind law
level:
8
realm:
essence
type:
magician base
spell class:
f
duration:
concentration
range:
100'
area of effect:
20' r
sourcebook:
spell law
description: stops all generalized air movement (e.g., wind) up to wind of 30 mph; cuts higher winds by 30 mph in a 20' r.

spell name:
STUN CLOUD (20' R)
list name:
wind law
level:
10
realm:
essence
type:
magician base
spell class:
e
duration:
6 rounds
range:
2 x r
area of effect:
20' r
sourcebook:
spell law
description: creates a 20' r cloud of charged gas particles: delivers a "c"" electricity critical on 1st and 2nd rounds, a ""b"" on 3rd and 4th rounds, and a ""a"" on rnds 5 and 6. it drifts with the windand affects all within the radius. the cloud takes one round to form, so anyone in the radius when it is cast may make a maneuver to move out of the radius without taking a critical; hower, after that anyone with the radius at anytime in the round takes the critical indicated (a maximium of one per round)."

spell name:
DEATH CLOUD (5' R)
list name:
wind law
level:
11
realm:
essence
type:
magician base
spell class:
e
duration:
10 rounds
range:
2 x r
area of effect:
5' r
sourcebook:
spell law
description: creates a 5' r cloud of charged gas particles: delivers a "e"" electricity critical on 1st and 2nd rounds, a ""d"" on 3rd and 4th rounds, a ""c"" on rnds 5 and 6. rounds 7 and 8 deliver ""b"" crits and rounds 9 and 10 give ""a"" crits. it drifts with the windand affects all within the radius. the cloud takes one round to form, so anyone in the radius when it is cast may make a maneuver to move out of the radius without taking a critical; hower, after that anyone with the radius at anytime in the round takes the critical indicated (a maximium of one per round)."

spell name:
VACUUM (10' R)
list name:
wind law
level:
12
realm:
essence
type:
magician base
spell class:
f
duration:
range:
100'
area of effect:
10' r
sourcebook:
spell law
description: creates a 10' radius near vacuum, all in radius take a "b"" impact critical, as air leaves and rushes back in."

spell name:
SLUMBER MIST
list name:
wind law
level:
12
realm:
essence
type:
magician base
spell class:
f
duration:
1 minute / level
range:
5'r/lvl
area of effect:
1 plant
sourcebook:
rolemaster companion 1
description: the floor of the effected area is covered with a fine mist averaging about 2' deep. any being within the spell radius (not just in contact with the mist) must make a rr or fall into a normal sleep. the spell does not effect the caster unless he desires it. beings who successfully make their rr but remain in the radius must make a successful rr every round they are within the radius (+10 mod to rr for each successful rr).

spell name:
AIR STOP (100' R)
list name:
wind law
level:
13
realm:
essence
type:
magician base
spell class:
f
duration:
concentration
range:
100'
area of effect:
100' r
sourcebook:
spell law
description: stops all generalized air movement (e.g., wind) up to wind of 30 mph; cuts higher winds by 30 mph in a 100' r.

spell name:
WHIRLWIND C
list name:
wind law
level:
14
realm:
essence
type:
magician base
spell class:
e
duration:
concentration
range:
100'
area of effect:
10' r
sourcebook:
spell law
description: a 10' r whirlwind is created. it delivers an "a"" impact critical to all inside (every rnd); reduces movement within of through radius by 80%; caster can move it 1'/rnd."

spell name:
DEATH CLOUD (10' R)
list name:
wind law
level:
15
realm:
essence
type:
magician base
spell class:
e
duration:
10 rounds
range:
2 x r
area of effect:
10' r
sourcebook:
spell law
description: creates a 10' r cloud of charged gas particles: delivers a "e"" electricity critical on 1st and 2nd rounds, a ""d"" on 3rd and 4th rounds, a ""c"" on rnds 5 and 6. rounds 7 and 8 deliver ""b"" crits and rounds 9 and 10 give ""a"" crits. it drifts with the windand affects all within the radius. the cloud takes one round to form, so anyone in the radius when it is cast may make a maneuver to move out of the radius without taking a critical; hower, after that anyone with the radius at anytime in the round takes the critical indicated (a maximium of one per round)."

spell name:
VACUUM (20' R)
list name:
wind law
level:
17
realm:
essence
type:
magician base
spell class:
f
duration:
range:
100'
area of effect:
20' r
sourcebook:
spell law
description: creates a 20' radius near vacuum, all in radius take a "b"" impact critical, as air leaves and rushes back in."

spell name:
GREAT VACUUM
list name:
wind law
level:
18
realm:
essence
type:
magician base
spell class:
f
duration:
range:
100'
area of effect:
5' r
sourcebook:
spell law
description: creates a 5' radius near vacuum, all in radius take a "d"" impact critical, as air leaves and rushes back in."

spell name:
STUN CLOUD (20' R) C MOVABLE
list name:
wind law
level:
19
realm:
essence
type:
magician base
spell class:
e
duration:
6 rounds
range:
2 x r
area of effect:
20' r
sourcebook:
spell law
description: creates a 20' r cloud of charged gas particles: delivers a "c"" electricity critical on 1st and 2nd rounds, a ""b"" on 3rd and 4th rounds, and a ""a"" on rnds 5 and 6. it drifts with the windand affects all within the radius. the cloud takes one round to form, so anyone in the radius when it is cast may make a maneuver to move out of the radius without taking a critical; hower, after that anyone with the radius at anytime in the round takes the critical indicated (a maximium of one per round).the caster can move the cloud 10'/rnd up to 100' away by concentrating."

spell name:
REVERSE WINDS C
list name:
wind law
level:
20
realm:
essence
type:
magician base
spell class:
f
duration:
concentration
range:
100'/lvl
area of effect:
100' /lvl r
sourcebook:
spell law
description: allows the caster to change the direction of the wind within the radius.

spell name:
HARD WIND C
list name:
wind law
level:
25
realm:
essence
type:
magician base
spell class:
e
duration:
1 round / level
range:
self
area of effect:
300' cone
sourcebook:
spell law
description: caster must outstretch arms and then a hard wind comes forth from them, fanning out till it has a 25' r at 300'; all within the cone receive a "b"" impact critical."

spell name:
STORM CALL
list name:
wind law
level:
30
realm:
essence
type:
magician base
spell class:
f
duration:
1 + / - 10 minutes
range:
1 mile/lvl
area of effect:
1 mile r/lvl
sourcebook:
spell law
description: summons forces of nature in a fierce thunderstorm; heavy rain, winds of 25-60 mph, random lightning, and a blizzard (if correct climate). can be delayed up to 1 hr/lvl after cast.

spell name:
WIND MASTERY
list name:
wind law
level:
50
realm:
essence
type:
magician base
spell class:
f
duration:
1 round / level
range:
v
area of effect:
self
sourcebook:
spell law
description: caster can use any one lower level spell (on this list) each round.

spell name:
HELLSKY
list name:
wind law
level:
60
realm:
essence
type:
magician base
spell class:
f
duration:
1 day / level
range:
100' radius / level
area of effect:
sourcebook:
rolemaster companion 1
description: caster may call forth a storm of any type with maximum wind speeds equal to twice his level, and an intensity according to his desires: effects will vary according to circumstance ( and gm's discretion). for example, a 30th lvl caster could summon a lightning storm with intense rain and constant wind speeds of up to 60 mph: the gm may wish to have random rolls to determine possible lightning strikes vs. exposed targets.caster may control the color of the sky within the radius. the caster may control atmospheric temperature up to 1 degree/lvl. if the caster is killed the spell will be dispelled and the area will gradually return to normal.