Magic/Spells/Wind

Description
This page lists out all spells of the wind affinity, this page may have overlap with other pages, but will allow for ease of viewing spells with the associated affinity.

Air Geyser
Keywords: Wind, Maneuver, Evocation

Prerequisites: Wind Affinity, BCB 3rd

Target: one creature or object up to your size.

Duration: instantaneous.

Range: Close

Action: Standard

Saving Throw: None

Spell Resistance: No

Description: You may spend a spell point to create a powerful blast capable of flinging an opponent upward. Upon casting this spell you make a reposition combat maneuver against the target using your BCB in place of your BAB and your CAM in place of your strength modifier. If successful the target creature takes 2d6 wind damage and is hurled directly upwards 10 feet plus the distance normally allowed by a reposition maneuver. If the creature strikes a solid object such as a ceiling they are dealt a number of points of damage as if they had fallen. Once the effect ends the creature falls (unless they possess flight), taking fall damage as normal for the distance fallen. If the maneuver fails the creature instead takes half damage and is not moved. The damage of this spell improves by an additional 1d6 at 5th BCB and every 5 BCB thereafter.

Enlarged Geyser
Prerequisite: Air Geyser, BCB 8th

Benefit: You may spend an additional spell point to allow your air geyser to affect a creature up to one size category larger than yourself plus an additional category per 6 BCB you possess. When spending an extra spell point in this way your Air geyser gains an additional +1 bonus to CMB + an additional 1 per 6 BCB you possess. In addition the damage from air geyser is improved from d6s to d8s.

Pressure Blast
Prerequisite: Air Geyser

Benefit: You may spend an additional spell point as part of casting Air Geyser to cause your successful reposition maneuver to instead hurl the target 5 feet per 2 BCB you possess rather than its usual distance, and if your CMB check only fails by one degree or less the creature still takes full damage from the spell, and 50% additional damage on a success.

Alter Winds
Keywords: Wind, Evocation

Prerequisites: Wind Affinity

Target: 10 foot radius

Duration: instantaneous.

Range: One square within close range.

Action: Full-Round

Saving Throw: None

Spell Resistance: No

Description: You may spend a spell point to create a radius from the designated square to enhance or diminish natural winds within the area. Within the area wind effects are either increased or decreased by one step in intensity per 5 BCB you possess (minimum 1). The caster may only raise the wind tier to a maximum of tier 3 winds plus an additional tier at 10th BCB and every 5 thereafter.

Improved Alter Winds
Prerequisite: Alter Winds

Target: 20 + 5 feet per 5 BCB radius

Benefit: You may spend an additional spell point to cause your spell to affect an area of 20 feet + 5 feet per 5 BCB.

Personal Winds
Prerequisite: Alter Winds

Benefit: Your Alter winds spell does not affect a specific area and instead affects an area around the caster, moving with the caster. The caster may choose to exclude themselves from the effects of this spell.

Feather Fall
Keywords: Wind, Transmutation

Prerequisites: Fire, Wind or Entropic Affinity

Target: One creature per 3 BCB, no two may be more than 20 feet apart.

Duration: 1 round/level

Range: Close

Action: immediate

Saving Throw: Will (negates harmless)

Spell Resistance: Yes

Description: The affected creatures fall a mere 60 feet per round and take no damage upon landing while the spell is in effect. When the spell duration expires, the normal rate of falling resumes.

Fly
Keywords: Transmutation

Prerequisites: Fire, Wind or Entropic Affinity, BCB 5th

Target: Creature Touched

Duration: Concentration or 1 minute per BCB

Range: Touch

Action: Standard

Saving Throw: Will (negates harmless)

Spell Resistance: Yes

Description:  You may grant a creature a fly speed of 60 feet with good maneuverability as long as you concentrate. The target creature gains a bonus on Fly skill checks equal to 1/2 your BCB.

Should the spell duration expire while the subject is still aloft, the magic fails slowly. The subject floats downward 60 feet per round for 1d6 rounds. If it reaches the ground in that amount of time, it lands safely. If not, it falls the rest of the distance, taking fall damage as normal. If the creature moves beyond medium range of the caster while he is concentrating on the spell the spell immediately ends. The caster may spend a spell point to allow the spell to continue for 1 minute per BCB.