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Wind JumpFocus 5


Uncommon​Air​Concentrate​Focus​Monk​
Source Pathfinder Player Core 2
Cast One Action
Duration 1 minute

You gain a fly Speed equal to your Speed. You must end your turn on solid ground, or you fall.


Heightened (6th) At the end of your turn, you can attempt a DC 30 acrobatics check to find purchase in midair. If you succeed, you don't fall.

Spell Effect: Wind Jump


Traits

Uncommon

Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.

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.

Focus

Focus spells are a special type of spell attained directly from a branch of study, from a deity, or from another specific source. You can learn focus spells only through special class features or feats, rather than choosing them from a spell list. Furthermore, you cast focus spells using a special pool of Focus Points—you can't prepare a focus spell in a spell slot or use your spell slots to cast focus spells; similarly, you can't spend your Focus Points to cast spells that aren't focus spells.

Monk

Abilities with this trait are from the monk class. A weapon with this trait is primarily used by monks.