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Gust of Wind

Cloudpierce’s strength was also its vulnerability.

Effect

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.

Gust of Wind

Blue, Air, Evocation, Spell 1
  • Traditions Arcane, Primal
  • Deities Storm King, Duke of Thunder, Lady of the Wind, King of the Wind, Sky Keepers
  • Patron Theme Winter Patron
  • Cast somatic, verbal
  • Area 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 bludgeoning damage .
— Core Rulebook pg. 342 2.0
Related Discipline
Related School
Related Element
Air
Effect Duration
10 Seconds
Effect Casting Time
Double Action
Range
60 ft line
Level
1st

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Gust of Wind - Spell 1
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
 

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