Razor Wind

Razor Wind Mystic Apprentice 150 hours Requires trees in the vicinity Duration: Character level; If character is a witchdoctor then add in your character level and half of your witchdoctor level rounded up.

Casting time: Apprentice-8 rounds (4 of those are inscription time); Journeyman-4 rounds (2 of those are inscription time); Master-2 rounds (1 of those is inscription time)

At the apprentice level of this spell you may pick on target to cast this on. Once cast it does 1D4 hp dmg unless the target makes a saving throw vs physical magic at 13 or better. At the journeyman level it can be cast on up to 3 targets that are close together. At the master level it can be cast on up to 6 targets that are close together. When the spell is cast a green glow starts to come from the ground around the witchdoctor. As the spell continues to be cast, the glow gets stronger till it seems it could light up a large room rather well. As it is being cast everyone notices the wind starts to pick up. As the spell comes to it's culmination, the wind severly picks up and the target(s) are pelted with sticks and leaves that cut their skin. After the casting the witchdoctor receives 1 point of fatigue per round it lasts from the stress it takes to cast.