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Pushing GustFocus 1


UncommonConjurationAirCleric
Source Pathfinder Core Rulebook
Cast Two Actions (somatic, verbal)
Range 500 feet
Target 1 creature
Saving Throw Fortitude

Giving the air a push, you buffet the target with a powerful gust of wind; it must attempt a Fortitude save.


Critical Success The target is unaffected.

Success The target is pushed 5 feet away from you.

Failure The target is pushed 10 feet away from you.

Critical Failure The target is pushed 10 feet away from you and knocked Prone.


Traits

Uncommon

Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.

Conjuration

Effects and magic items with this trait are associated with the conjuration school of magic, typically involving summoning, creation, teleportation, or moving things from place to place.

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.

Cleric

This indicates abilities from the cleric class.