DOUBLE ACTION
Requirements
Somatic and verbal components
Description
- 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.
Applications
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.
Degrees of Performance
- 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.[/li
- Critical Failure The creature is pushed 30 feet in the wind’s direction, knocked prone, and takes 2d6 bludgeoning damage.[/li