Kryx RPGThemes
concentration, 5 minutes/mana

As two actions, a wall of strong wind rises from the ground at a point within 20 meters and lasts for the duration. The wall can’t occupy the same space as a creature or object and doesn’t need to be vertical or rest on any firm foundation. When the wall appears, choose a direction for the wind to blow. The wall’s space is difficult terrain. A creature that enters the wall’s area for the first time on a turn or starts its turn there must make a Reflex saving throw.

On a failure, it takes 6d6 bludgeoning damage and is pushed 3 meters away from you following the direction of the wind if it is Large or smaller.

On a critical failure, it takes twice as much damage and is pushed 6 meters away from you following the direction of the wind if it is Large or smaller.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

The strong wind keeps fog, smoke, and other gases at bay. Small or smaller flying creatures or objects can’t pass through the wall. Loose, lightweight materials brought into the wall fly upward. Arrows, bolts, and other ordinary projectiles launched at targets behind the wall are deflected upward and automatically miss. (Boulders hurled by giants or siege engines, and similar projectiles, are unaffected.) Creatures in gaseous form can’t pass through it. Additionally, any burning creature in the area has the burning condition reduced by 1.

Augment

You can increase the damage by 2d6, push each creature an additional meter, and affect a creature of a larger size for each additional mana expended.