Pathfinder Second Edition
Compendium
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Gust of Wind
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.