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0Tailwind00air-1-131 standard action0V, S0yes (harmless)0-114000bloodrager 4, cleric/oracle 4, druid 3, magus 4, occultist 3, ranger 3, shaman 3, sorcerer/wizard 4, spiritualist 3Ultimate Wilderness0Create a current of wind to enhance or impede flight.0103-10000-1You compel the wind to push the targets in a direction of your choice. The subjects can hustle during local and overland movement without risk of fatigue. If the subjects are flying, the first 20 feet of movement each round in the chosen direction does not count against their movement for the round. Each creature remains affected only while within 120 feet of every other subject. You can change the tailwind's direction once per hour by concentrating as a standard action. This spell has no effect underwater.00one or more creatures, no two of which can be more than 120 feet apart001 hour/level-10-1120 ft.

Tailwind

School transmutation [air]; Level bloodrager 4, cleric/oracle 4, druid 3, magus 4, occultist 3, ranger 3, shaman 3, sorcerer/wizard 4, spiritualist 3

CASTING

Casting Time 1 standard action
Components V, S

EFFECT

Range 120 ft.
Targets one or more creatures, no two of which can be more than 120 feet apart
Duration 1 hour/level
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)

DESCRIPTION

You compel the wind to push the targets in a direction of your choice. The subjects can hustle during local and overland movement without risk of fatigue. If the subjects are flying, the first 20 feet of movement each round in the chosen direction does not count against their movement for the round. Each creature remains affected only while within 120 feet of every other subject. You can change the tailwind's direction once per hour by concentrating as a standard action. This spell has no effect underwater.

NULL300404-13transmutation4004-10-10034-11-1-1-1NULLWill negates (harmless)0300

You compel the wind to push the targets in a direction of your choice. The subjects can hustle during local and overland movement without risk of fatigue. If the subjects are flying, the first 20 feet of movement each round in the chosen direction does not count against their movement for the round. Each creature remains affected only while within 120 feet of every other subject. You can change the tailwind's direction once per hour by concentrating as a standard action. This spell has no effect underwater.

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