Wind JumpFocus 5
Source Pathfinder Core Rulebook
Cast (verbal)
Duration 1 minute
You gain a fly Speed equal to your Speed. You must end your turn on solid ground, or you fall.
Heightened (6th) At the end of your turn, you can attempt a DC 30 acrobatics check to find purchase in midair. If you succeed, you don't fall.
Spell Effect: Wind Jump
Traits
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.
TransmutationEffects and magic items with this trait are associated with the transmutation school of magic, typically changing something's form.
AirEffects 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.
MonkAbilities with this trait are from the monk class. A weapon with this trait is primarily used by monks.