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Pathfinder Second Edition

Compendium

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Gust of Wind

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Gust of Wind [two-actions] (Spell 1)
Air, Concentrate, Manipulate

Traditions Arcane, Primal
Area 60-foot line
Defense Fortitude; Duration until the start of your next turn

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 takes 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.

Attributes

area
60-foot line
cast_actions
Two-action
category
spell
description
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.
duration
until the start of your next turn
level
1
magic_traditions
arcane, primal
save_critical_failure
The creature is pushed 30 feet in the wind’s direction, knocked prone, and takes [[2d6]] (2d6) bludgeoning damage.
save_critical_success
The creature is unaffected.
save_failure
The creature is knocked prone. If it was flying, it takes the effects of critical failure instead.
save_success
The creature can’t move against the wind.
save_type
fortitude
saving_throw
NORMAL
subcategory
spell
traits
air, concentrate, manipulate
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