Windcall
- 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.