Gale of Wind
Spell — see Magic and Spellcasting for the rules and the Spell Index for the full list.
Arcane 2, Divine 4 Type: blast, elemental (air)
Range: 0’ Duration: 1 round
This spell creates a strong blast of air that originates from the caster and affects all creatures in a line 10’ in diameter and 60’ in length. Each creature in the gale when the spell is cast, or which enters the gale on its initiative, must make a Blast saving throw. If the save succeeds, the spell has no effect on that creature. If the save fails, the effect of the gale depends on the size of the creature affected:
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Tiny creatures and objects on the ground are knocked prone and pushed back 1d4 x 10, taking 1d4 points of nonlethal bludgeoning damage. Tiny creatures and objects in the air are pushed back 2d6 x 10’ feet and take 2d6 points of nonlethal bludgeoning damage.
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Small creatures and objects on the ground are knocked prone by the force of the wind. Small creatures or objects in the air are knocked back 1d6x10 feet.
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Man-sized creatures and objects on the ground suffer no effects. Man-sized creatures or objects in the air are pushed back 1d6x5.
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Large or larger creatures or objects suffer no effects.
Missile attack throws within or through a gale of wind suffer a -4 penalty, as do Listening proficiency throws. The force of the gale automatically extinguishes any candles, torches, or other unprotected flames. It extinguishes protected flames unless the bearer succeeds on a Paralysis saving throw. A gale of wind will also do anything that a sudden blast of 50 mph wind would be expected to do, such as fan a large fire, overturn delicate awnings, create a spray of dust, or blow vapors out of range (Judge’s discretion).