Wind River
Evocation, Air, Enchantment
Effect
You send gale force winds out in a line. All ranged strikes going upwind decreases by 1 damage die size, and all ranged strikes going downwind increases by 1 damage die size. For example, if the damage die size is 1d6 and is going upwind, it decreases to 1d4, or increases to 1d8 if going downwind. Further, if a creature Strides into or starts their turn in the area, they must make a Reflex save.
Critical Success Treat the wind as normal terrain.
Success Treat the wind as difficult terrain
Failure Treat the wind as greater difficult terrain
Critical Failure The creature falls prone and is Stunned 1.
Critical Success Treat the wind as normal terrain.
Success Treat the wind as difficult terrain
Failure Treat the wind as greater difficult terrain
Critical Failure The creature falls prone and is Stunned 1.
Side/Secondary Effects
Heightened (+1): The length increases by 10 feet.
Heightened (+2): The width increases by 5 feet.
Heightened (+2): The width increases by 5 feet.
Saving Throw Reflex
Related Discipline
Divine
Related School
Wind
Effect Duration
Sustained, up to 1 minute
Effect Casting Time
[3] Verbal, Somatic, Material
Range
Personal; Area: 15 ft wide, 60 ft line
Level
Spell 4
Comments