Pressure ZoneSpell 5
Source Pathfinder Rage of Elements
Traditions Arcane, Primal
Cast

Area 20-foot burst
Range 500 feet
Duration 1 minute
Saving Throw Fortitude
Air pressure drops precipitously, causing pain and debilitation in creatures' inner ears and joints. Each living creature in the area of the spell when you cast it or that enters the area during the spell's duration must attempt a Fortitude save.
Critical Success The creature is unaffected.
Success The creature is Deafened and Clumsy 1 until the end of its next turn, after which it's temporarily immune for 1 hour.
Failure The creature is deafened and Clumsy 2. At the end of each of its turns, it can attempt a new save if it's no longer in the pressure zone. On a success, it ends the effects and is temporarily immune for 1 hour.
Critical Failure The creature is deafened and clumsy 2 for the duration of the spell.
A creature Deafened by this spell can attempt to end the condition by popping its ears. It can use a single action to attempt a new Fortitude save, losing the deafened condition from this spell on a success. Some creatures with anatomies that lack inner ears or joints might be immune to these effects, as determined by the GM.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
AirEffects with the air trait either manipulate or conjure air. Those that manipulate air have no effect in a vacuum or an area without air. Creatures with this trait consist primarily of air or have a connection to magical air.
ConcentrateAn action with this trait requires a degree of mental concentration and discipline.
ManipulateYou must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can't perform actions with this trait. Manipulate actions often trigger reactions.