Spells / Gust Of Wind

Gust Of Wind

evocation air
LevelArcanist 2, Bloodrager 2, Druid 2, Elementalist Wizard 2, Hunter 2, Magus 2, Sorcerer 2, Wizard 2Casting time1 standard actionRange60 ft.Duration1 roundSaving throwFortitude negatesComponentsV, S

Engine mechanics - what the game actually does

Damage2 d6untypedFortitude save negatesapplies Prone

2d6 untyped, Fortitude negates

Classified by SpellMechanics from this spell's own body text; the same object drives the game engine, the cards, and this page.

Description

This spell creates a severe blast of air (approximately 50 mph) that originates from you, affecting all creatures in its path. All flying creatures in this area take a -4 penalty on Fly skill checks. Tiny or smaller flying creatures must make a DC 25 Fly skill check or be blown back 2d6 x 10 feet and take 2d6 points of damage. Small or smaller flying creatures must make a DC 20 Fly skill check to move against the force of the wind. A Tiny or smaller creature on the ground is knocked down and rolled 1d4 x 10 feet, taking 1d4 points of nonlethal damage per 10 feet. Small creatures are knocked prone by the force of the wind. Medium or smaller creatures are unable to move forward against the force of the wind unless they succeed at a DC 15 Strength check. Large or larger creatures may move normally within a gust of wind effect. This spell can't move a creature beyond the limit of its range. Any creature, regardless of size, takes a -4 penalty on ranged attacks and Perception checks in the area of a gust of wind . The force of the gust automatically extinguishes candles, torches, and similar unprotected flames. It causes protected flames, such as those in lanterns, to dance wildly and has a 50% chance to extinguish those lights. In addition to the effects noted, a gust of wind can do anything that a sudden blast of wind would be expected to do. It can create a stinging spray of s...