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Gust of Wind

Rank 1 — arcane, primal (air, concentrate, manipulate)

Source: Pathfinder Player Core

Cast 2 actions
Components somatic, verbal
Duration until the start of your next turn
  • 2d6 bludgeoning damage
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.

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Spell data derived from the Pathfinder Second Edition Remaster rules. Source book: Pathfinder Player Core, used under the ORC License (or the Open Game License 1.0a for pre-Remaster source books). See our licenses page for the full attribution and Section 15 copyright notice.

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