Level: Air 3, Ranger 2, Sor/Wiz 3
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: Wall up to 10 ft./level long and 5 ft./level high (S)
Duration: 1 round/level
Saving Throw: Special; see text
Spell Resistance: Yes
Spell Points: Air 5, Ranger 3, Sor/Wiz 3
You create an area infested with gusts of powerful wind directed downwards, hindering the advance of creatures and making ranged attacks very difficult.
The wall you create is 5 feet thick, and not directly visible. However, dirt and loose debris in its area is blown around, often giving it away. While the wall must be vertical, you can shape it in any continuous path along the ground that you like. It is possible to create cylindrical or square wind walls to enclose specific points.
Any physical missiles (arrows, crossbow bolts, javelins, magically propelled stones, and so on) whose line of effect passes through the wind wall have a 50% miss chance.
Passing through the wall is difficult. Every time a creature enters a space the wall occupies, it must make a strength check or be knocked down. The DC for the strength check is equal to the spell’s save DC. For every size category the creature is above medium, it gains a +4 bonus on the strength check. For every size category the creature is below medium, it suffers a -4 penalty on the strength check. Flying creatures or those for some other reason not in contact with the ground (such as due to jumping) suffer a -8 penalty on the strength check in addition to the modifiers for size, above.
If the creature succeeds on the strength check, it manages to push through the wall unhindered. If the creature fails, it is knocked prone in the space it was trying to enter, and takes 1d6 points of nonlethal damage. Flying creatures are instantly knocked to the ground, and take damage as if they had fallen from the distance they were flying (Control Fall does not prevent this).
Standing up while in the wind wall’s area is difficult, and requires a successful strength check (which uses the same modifiers and DCs as those for entering a square filled by the wall).
It is impossible to charge through a wind wall. Gases, most gaseous breath weapons, and creatures in Gaseous Form cannot pass through the wall. It is no barrier to incorporeal creatures and air elementals.
The force of the gust automatically extinguishes candles, torches, and similar unprotected flames in its area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50% chance to extinguish those lights.
Augment: For every additional spell point you spend, the miss chance suffered by missiles passing though the wall is increased by 5% (to a maximum of 100%).