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Divine Wind

Divine Wind Spell8

Air Transmutation

Traditions divine, primal

Cast [three-actions] material, somatic, verbal

Range 10 miles; Area 10 square miles

Duration 1 hour


You create a mighty storm of driving rain and hurricane-force winds, which blow in any direction you choose. The gale creates waves 10- to 30-feet high, automatically capsizing and sinking Large or smaller watercraft. A successful Sailing Lore check (DC equal to your spell DC) negates this effect for Huge or larger ships. Large or smaller land vehicles and siege weapons are likewise destroyed, while Huge or larger vehicles and siege weapons are destroyed on a failure at a DC 10 flat check. Large or smaller non-stone and nonmetal buildings are automatically destroyed, while Huge or larger buildings of the same composition are destroyed on a failure at a DC 5 flat check. Buildings consecrated to your deity (such as through the consecrate spell) take no damage from this spell.

Creatures unable to find shelter take 1d10 bludgeoning damage every 10 minutes they remain exposed to the storm.

In addition, a creature that fails a Fortitude save becomes fatigued.

Section 15: Copyright Notice
Asian Spell Compendium (Pathfinder Second Edition) © 2021, Legendary Games; Author Jason Nelson. Adapted by Mike Welham.