There is a Remastered version
here.
Gust of Wind
[two-actions] Spell 1Legacy Content
Air Evocation Source Core Rulebook pg. 342 4.0Traditions arcane,
primalCatalysts Kirin Echo ChimeDeities Gozreh,
Hei Feng,
Hshurha,
Pazuzu,
Seafarer's Hope,
Sky KeepersPatron Theme winterCast [two-actions] somatic,
verbalArea 60-foot line
Saving Throw Fortitude;
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.