Gust of Wind

Gust of Wind
  • Evocation [Air]
  • Level: Blue 2
  • Components: V, S
  • Casting Time: 1 standard action
  • Range: 60 ft.
  • Effect: Line-shaped gust of severe wind emanating out from you to the extreme of the range
  • Duration: 1 round
  • Saving Throw: Fortitude negates
  • Spell Resistance: Yes

This spell creates a severe blast of air (approximately 50 mph) that originates from you, affecting all creatures in its path. All flying creatures in this area take a -4 penalty on Fly skill checks. Tiny or smaller flying creatures must make a DC 25 Fly skill check or be blown back 2d6×10 feet and take 2d6 points of damage. Small or smaller flying creatures must make a DC 20 Fly skill check to move against the force of the wind.

  • A Tiny or smaller creature on the ground is knocked down and rolled 1d4×10 feet, taking 1d4 points of nonlethal damage per 10 feet.
  • Small creatures are knocked prone by the force of the wind.
  • Medium or smaller creatures are unable to move forward against the force of the wind unless they succeed at a DC 15 Strength check.
  • Large or larger creatures may move normally within a gust of wind effect.

This spell can’t move a creature beyond the limit of it’s range.

Any creature, regardless of size, takes a -4 penalty on ranged attacks and Perception checks in the area of a gust of wind.

The force of the gust automatically extinguishes candles, torches, and similar unprotected flames. It causes protected flames, such as those in lanterns, to dance wildly and has a 50% chance to extinguish those lights.

In addition to the effects noted, a gust of wind can do anything that a sudden blast of wind would be expected to do. It can create a stinging spray of sand or dust, fan a large fire, overturn delicate awnings or hangings, heel over a small boat, and blow gases or vapors to the edge of its range.

Gust of wind can be made permanent with a permanency spell.

Gust of Wind

Skies of Glass Planeswalker Ganny