While most wizards focus on a specific school of magic, a wind specialist studies the natural and magic powers of the winds, clouds, and gases.
Any time you cast an evocation spell that deals hp damage to one or more foes, you may add a burst of wind to the effect upon one target. Select a single target of the spell that you damaged. You may make a special CMB check to bull rush that target. The CMB is equal to your caster level + your Intelligence modifier. The creature is bull rushed directly away from you to the maximum distance of the bull rush effect.
As a standard action, you can fire a bolt of shearing wind at any foe within 30 feet as a ranged touch attack. The winds hinder the target, halving all its movement rates for 1d4 rounds. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
At 8th level, as a swift action, you can grant flight to yourself and a number of allies near you. You grant 30 feet of flight to yourself and any creature you wish that is within 30 feet of you. This acts as the fly spell for each creature so affected. At the start of each round, any creatures to whom you granted flight must be within 30 feet of you or they fall (though they receive the benefit of a feather fall when they do). You may do this a number of rounds per day equal to your wizard level. These rounds do not need to be consecutive.
The Genius Guide To: Air Magic. Copyright 2010, Super Genius Games. Author: Owen K.C. Stephens