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Gust of WindSpell 1


EvocationAir
Source Pathfinder Core Rulebook
Traditions Arcane, Primal
Cast Two Actions (somatic, verbal)
Area 60-foot line
Duration until the start of your next turn
Saving Throw Fortitude

A violent wind issues forth from your palm, blowing from the point where you are when you cast the spell to the line's opposite end. The wind extinguishes small non-magical fires, disperses fog and mist, blows objects of light Bulk or less around, and pushes larger objects. Large or smaller creatures in the area must attempt a Fortitude save. Large or smaller creatures that later move into the gust must attempt the save on entering.


Critical Success The creature is unaffected.

Success The creature can't move against the wind.

Failure The creature is knocked Prone. If it was flying, it suffers the effects of critical failure instead.

Critical Failure The creature is pushed 30 feet in the wind's direction, knocked Prone, and takes 2d6 bludgeoning damage.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Evocation

Effects and magic items with this trait are associated with the evocation school of magic, typically involving energy and elemental forces.

Air

Effects with the air trait either manipulate or conjure air. Those that manipulate air have no effect in a vacuum or an area without air. Creatures with this trait consist primarily of air or have a magical connection to that element.