Casting Time 1 standard action
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Targets flying creatures in range
Duration 1 round
Saving Throw Reflex negates; Spell Resistance yes
You cause the air around and above you to churn. While creatures on the ground merely feel a breeze, the chaotic winds buffet those in the air. All flying creatures who fail the saving throw must either land or spend the next full round keeping themselves righted. If a flying creature does neither, it falls.
Creatures flying magically do not fall but merely suffer a –2 circumstance penalty to attack rolls, saving throws, and checks during that round. The spell also inflicts 1d6 points of air damage per two caster levels (maximum 5d6) to all flying creatures in range, although the Reflex saving throw negates all damage.
Section 15: Copyright Notice – 101 1st Level Spells
101 1st Level Spells. Copyright 2011, Steven D. Russell; Author: Steven D. Russell.