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Wind Jump

Rank 5 (uncommon) (air, concentrate, focus, monk)

Source: Pathfinder Player Core 2

Cast 1 action
Components verbal, focus
Duration 1 minute
You gain a fly Speed equal to your Speed. You must end your turn on solid ground, or you fall. Heightened (6th) At the end of your turn, you can attempt a DC 30 Acrobatics check to find purchase in midair. If you succeed, you don't fall.

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Spell data derived from the Pathfinder Second Edition Remaster rules. Source book: Pathfinder Player Core 2, 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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