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Tornadic GaleSpell 5


AirConcentrateManipulate
Source Pathfinder Impossible Magic
Traditions Arcane, Primal
Cast Two Actions
Area 120-foot line
Saving Throw Reflex

A spinning gale of violent air bursts forth from you, drawing creatures into its vortex. All Medium or smaller creatures that are adjacent to the line are pulled to the nearest unoccupied space within the line. Then, all creatures within the line take 5d12 bludgeoning damage and must attempt a Reflex save.


Critical Success The target takes no damage.

Success The target takes half damage.

Failure The target takes full damage and is pushed 5 feet away from you.

Critical Failure The target takes double damage, is pushed 10 feet away from you, and is knocked Prone.


Heightened (+1) The damage increases by 1d12.


Traits

Common

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.

Air

Effects 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.

Concentrate

An action with this trait requires a degree of mental concentration and discipline.

Manipulate

You 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.