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    Wizard Spells for First Castings

    Windcall

    Level 2 - CON save
    Level
    2
    Casting Time
    Turn
    Range
    60 feet
    Duration
    Concentration, up to 1 minute, plus 30 seconds per caster level
    Target
    20-foot cube
    Save
    CON Tough (half damage on successful save)

    You summon a violent vortex of wind that fills the target area. The wind extinguishes flames, scatters debris, topples small trees, and makes ranged attacks impossible in or through the zone. Each creature that begins its turn within the area takes 1d6 bludgeoning damage per caster level and must make a CON Tough save or be pushed 10 feet directly away from the vortex's center (away from you). Creatures that remain within will take continious damage and must repeat the save each turn they start inside the area.

    At Higher Levels

    At 4th level, the affected area expands to a 30-foot cube. At 9th level, the affected area expands to a 40-foot cube

    Special

    1d6 of damage per level of caster. The wind can propel sailing vessels or flying creatures. Overlapping Windcall zones do not stack their effects.