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Pathfinder

Compendium

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Fickle Winds

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You create a mobile cylinder of wind encompassing every target of the spell and protecting them, but not interfering with them in any way. For example, arrows and bolts fired at the targets are deflected upward and miss, but the targets' own arrows or bolts pass through the wall as if it were not there.

The fickle winds are 2 feet thick and of considerable strength. It is a roaring blast sufficient to blow away any bird smaller than an eagle, or tear papers and similar materials from unsuspecting hands. (A Reflex save allows a creature to maintain its grasp on an object.) Tiny and Small flying creatures cannot pass through the barrier. Loose materials and cloth garments fly upward when caught in a fickle winds. Arrows and bolts are deflected upward and miss, while any other normal ranged weapon passing through the wall has a 30% miss chance. (A giant-thrown boulder, a siege engine projectile, and other massive ranged weapons are not affected.) Gases, most gaseous breath weapons, and creatures in gaseous form cannot pass through the wall (although it is no barrier to incorporeal creatures).

A Large creature counts as 4 Medium creatures for the purpose of how many targets you can effect with the spell; a Huge creature counts as 8, a Gargantuan creature as 16, and a Colossal creature as 32. This spell has no effect within the area of a higher-level wind or weather spell.

Attributes

Casting Time
1 standard action
Duration
1 minute/level (D)
Level
Cleric 5, Druid 5, Ranger 3, Sorcerer/wizard 5
Saving Throw
None (see text)
School
Transmutation [air]
Spell Resistance
Yes
Target
One or more Medium creatures/level, no two of which can be more than 30 ft. apart
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