4th

PFS StandardVapor Form  [two-actions] Spell 4

Air Concentrate Manipulate Polymorph 
Source Player Core pg. 365
Range touch; Targets 1 willing creature
Duration 5 minutes
The target transforms into a vaporous state. In this state, the target is amorphous. It loses any item bonus to AC and all other effects and bonuses from armor, and it uses its proficiency modifier for unarmored defense. It gains resistance 8 to physical damage and is immune to precision damage. It can't cast spells, activate items, or use actions that have the attack or manipulate trait. It gains a fly Speed of 10 feet and can slip through tiny cracks. The target can Dismiss the spell.

3rd

PFS StandardWall of Wind  [three-actions] Spell 3

Air Concentrate Manipulate 
Source Player Core pg. 368
Range 120 feet
Duration 1 minute
You create a barrier of gusting winds that hinders anything moving through it. The wall of swirling winds is 5 feet thick, 60 feet long, and 30 feet high. The wall stands vertically, but you can shape its path. Though the wall of wind distorts the air, it does not hamper sight. The wall has the following effects.
  • Ammunition from physical ranged attacks—such as arrows, bolts, sling bullets, and other objects of similar size—can't pass through the wall. Attacks with bigger ranged weapons, such as javelins, take a –2 circumstance penalty to their attack rolls if their paths pass through the wall. Massive ranged weapons and spell effects that don't create physical objects pass through the wall with no penalty.
  • The wall is difficult terrain to creatures attempting to move overland through it. Gases, including creatures in vapor form, can't pass through the wall.
  • A creature that attempts to fly through the wall using a move action must attempt a Fortitude save.


Critical Success The creature can move through the wall normally this turn.
Success The flying creature can move through the wall this turn, but the wall is difficult terrain.
Failure The wall stops the movement of the flying creature, and any remaining movement from its current action is wasted.
Critical Failure As failure, and the creature is pushed 10 feet away from the wall.

2nd

PFS StandardGust of Wind  [two-actions] Spell 1

Air Concentrate Manipulate 
Source Player Core pg. 334
Area 60-foot line
Defense 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 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.