|||
Home
Actions/Activities
Ancestries
Archetypes
Backgrounds
Classes
Conditions
Equipment
Feats
Hazards
Monsters
Rules
Setting
Skills
Spells/Rituals
Traits
Licenses
Sources
Contact Us
Contributors
Support the Archives
Maximize Menu
Archives of Nethys
Character Creation +
Ancestries
Archetypes
Backgrounds
Classes
Feats
Skills
Equipment
Spells/Rituals
Setting
Rules +
Actions/Activities
Conditions
Rules
Traits
Hazards
Monsters
Sources
About the Archives +
Licenses
Contact Us
Contributors
Support the Archives
Pathfinder 1
st
ed.
Pathfinder 2
nd
ed.
Starfinder
Toggle Theme
Archives of Nethys
Pathfinder 1E
|
Pathfinder 2E
|
Starfinder
All Spells
Arcane
|
Divine
|
Occult
|
Primal
Focus Spells
|
Rituals
Gust of Wind
Spell 1
Air
Evocation
Source
Core Rulebook pg. 342
Traditions
arcane
,
primal
Cast
somatic, verbal
Area
60-foot line
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 suffers 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.