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0Wind Blades00air-1-1-11 standard action0V, S0yes0-115000druid 5, magus 5, sorcerer/wizard 5, witch 5Advanced Race Guide0010-1-10000-1You harden the air around the target into jagged invisible blades that deal damage based on how fast the target moves. On its turn, the target takes 1d6 points of slashing damage if it moves at least 5 feet, plus 1d6 points of slashing damage for each additional 10 feet of movement. Movement that doesn't pass through air (such as burrowing, swimming, or teleportation) doesn't cause this damage. In areas of strong wind (Core Rulebook 439), the target takes damage on its turn, even if it doesn't move. The wind deals 1d8 points of slashing damage for strong wind, plus 1d8 for every wind category above strong. This extra damage does not occur from instantaneous wind effects (such as gust of wind), only from wind effects that last at least 1 round.00creature touched001 round/level-10-1touch

Wind Blades

School transmutation [air]; Level druid 5, magus 5, sorcerer/wizard 5, witch 5

CASTING

Casting Time 1 standard action
Components V, S

EFFECT

Range touch
Targets creature touched
Duration 1 round/level
Saving Throw Will negates; Spell Resistance yes

DESCRIPTION

You harden the air around the target into jagged invisible blades that deal damage based on how fast the target moves. On its turn, the target takes 1d6 points of slashing damage if it moves at least 5 feet, plus 1d6 points of slashing damage for each additional 10 feet of movement. Movement that doesn't pass through air (such as burrowing, swimming, or teleportation) doesn't cause this damage. In areas of strong wind (Core Rulebook 439), the target takes damage on its turn, even if it doesn't move. The wind deals 1d8 points of slashing damage for strong wind, plus 1d8 for every wind category above strong. This extra damage does not occur from instantaneous wind effects (such as gust of wind), only from wind effects that last at least 1 round.

NULL-100505-15transmutation-100-1-10-1005551-1-1-1NULLWill negates0-100

You harden the air around the target into jagged invisible blades that deal damage based on how fast the target moves. On its turn, the target takes 1d6 points of slashing damage if it moves at least 5 feet, plus 1d6 points of slashing damage for each additional 10 feet of movement. Movement that doesn't pass through air (such as burrowing, swimming, or teleportation) doesn't cause this damage. In areas of strong wind (Core Rulebook 439), the target takes damage on its turn, even if it doesn't move. The wind deals 1d8 points of slashing damage for strong wind, plus 1d8 for every wind category above strong. This extra damage does not occur from instantaneous wind effects (such as gust of wind), only from wind effects that last at least 1 round.

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