River of Wind
Evocation [air]
Level: Artificer * 4, Bloodrager * 4, Druid * 4, Hunter * 4, Magus * 4, Sorcerer */Wizard * 4
Components: V, S
Casting Time: 1 Standard Action
Range: 120 ft.
Area: 120-ft. line
Duration: 1 round/level
Saving Throw: Fortitude partial
Spell Resistance: yes
Summoning up the power of the tempest, you direct a current of forceful winds where you please. This spell creates a 5-foot-diameter line of wind-the direction of the wind is away from your location when you cast the spell, and remains constant in that direction for the spell duration. Creatures caught in a river of wind take 4d6 nonlethal damage and are knocked Prone. A successful Fortitude Save halves the damage and prevents being knocked Prone.
A creature that begins its turn wholly or partially within a river of wind must make a Fortitude Save or be pushed 20 feet in the wind's direction of flow, take 2d6 nonlethal damage, and be knocked Prone-a successful Fortitude Save means the creature merely takes 1d6 nonlethal damage. Creatures under the effect of freedom of movement and creatures with the air subtype are unaffected by a river of wind.
Level: Artificer * 4, Bloodrager * 4, Druid * 4, Hunter * 4, Magus * 4, Sorcerer */Wizard * 4
Components: V, S
Casting Time: 1 Standard Action
Range: 120 ft.
Area: 120-ft. line
Duration: 1 round/level
Saving Throw: Fortitude partial
Spell Resistance: yes
Summoning up the power of the tempest, you direct a current of forceful winds where you please. This spell creates a 5-foot-diameter line of wind-the direction of the wind is away from your location when you cast the spell, and remains constant in that direction for the spell duration. Creatures caught in a river of wind take 4d6 nonlethal damage and are knocked Prone. A successful Fortitude Save halves the damage and prevents being knocked Prone.
A creature that begins its turn wholly or partially within a river of wind must make a Fortitude Save or be pushed 20 feet in the wind's direction of flow, take 2d6 nonlethal damage, and be knocked Prone-a successful Fortitude Save means the creature merely takes 1d6 nonlethal damage. Creatures under the effect of freedom of movement and creatures with the air subtype are unaffected by a river of wind.