Spells / Wind Wall
Wind Wall
evocation air
LevelArcanist 3, Bloodrager 3, Cleric 3, Druid 3, Elementalist Wizard 3, Hunter 2, Magus 3, Oracle 3, Ranger 2, Shaman 3, Sorcerer 3, Summoner 2, Warpriest 3, Wizard 3Casting time1 standard actionRangemedium (100 ft. + 10 ft./level)Duration1 round/levelSaving thrownone; see textComponentsV, S, M/DF (a tiny fan and an exotic feather)
Engine mechanics - what the game actually does
Terrain
wind curtain 10 ft/CL long x 5 ft/CL high: arrows/bolts auto-deflected, other ranged 30% miss, Tiny/Small fliers and gases blocked, 1 rd/CL
Classified by SpellMechanics from this spell's own body text; the same object drives the game engine, the cards, and this page.
Description
An invisible vertical curtain of wind appears. It is 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 wind wall . 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). While the wall must be vertical, you can shape it in any continuous path along the ground that you like. It is possible to create cylindrical or square wind walls to enclose specific points.