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Wind Tunnel

School evocation [air]; Level archon 1, cleric/oracle 2, druid 1, sorcerer/wizard 1


Casting Time 1 standard action
Components V, S


Range medium (100 ft. +10 ft./level)
Area a continuous path 10 feet long per level, 5 ft. wide and 5 ft. tall (S)
Duration 1 minute/level
Saving Throw Fortitude negates; Spell Resistance yes


You create a path of calm air surrounded by strong winds. You set the path when the spell is cast, it cannot cross itself, and it cannot later be changed or moved. The path is easily traversed by you and your allies, who gain a +4 bonus to Acrobatics, and Climb checks made to move along the path. Any other creature must make a Fortitude save, or it expends 5 additional feet of movement for every 5 feet it travels along the path. Creatures on the path gain a +1 bonus to AC and saving throws, and +4 to CMD, from attacks and effects that originate off the path.

Section 15: Copyright Notice

The Genius Guide To: Air Magic. Copyright 2010, Super Genius Games. Author: Owen K.C. Stephens