The target of this spell is usually a Halfman, but does not need too be. When the spell is cast a whirlwind of spinning air, usually laden with dust, mist, or leaves, rises up about the target, carrying him into the air. The target can then fly, trailing the whirlwind, faster than a galloping Krakath, as maneuverable as a Hawk. They gain D+4 and A+6 and may swoop down on a target and away again in one turn leaving no time for further combat. Should the base of the whirlwind, sometimes as much as 1/2 a Kleg behind the target, be struck with a Sacred weapon, however, the wind collapses and the target takes 2D6 falling damage. The maximum duration of the wind is 1 half hour.
Boost+1 half hour per Boost