Capricious Zephyr

CAPRICIOUS ZEPHYR
Evocation [Air]
Level: Druid 3, sorcerer/wizard 3
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: 5-ft.-diameter sphere
Duration: 1 round/level
Saving Throw: None or Refl ex
partial; see text
Spell Resistance: Yes

Blowing on your twirling hand, you complete
the spell, creating a roiling ball of dust
and gale-force winds.

A ball of swirling wind and dust moves
as you direct it, pushing your foes
across the battlefi eld. From its starting
point, a capricious zephyr moves 30 feet
per round in the direction you point,
regardless of the presence or absence
of terrain.

If the sphere enters a space with a
creature, it stops moving for that round
and tries to bowl over the creature with
its wind force. That creature must resist
a bull rush attack from the capricious
zephyr, which has a +6 bonus on the
check. If the spell wins the bull rush,
it pushes the creature as far as it can in a
random direction (roll 1d8; 1 indicates
a push into the square closest to you,
and 2 through 8 indicate the other
squares, moving clockwise around the
creature). Any creature pushed by the
sphere must succeed on a Refl ex save
or fall prone.

A capricious zephyr moves as long as
you actively direct it (a move action
for you). Otherwise, it merely stays at
rest and attempts to bowl over anyone
in its square. The spell ends if the
distance between the sphere and you
ever exceeds the spell’s range.