Spell: Wind Jump

TypeSpell
Level5
Rarity
Uncommon
Cast1
Duration1 minute
PublicationPathfinder Player Core 2

You gain a fly Speed equal to your Speed. You must end your turn on solid ground, or you fall.


Heightened (6th) At the end of your turn, you can attempt a DC 30 Acrobatics check to find purchase in midair. If you succeed, you don't fall.

Spell Effect: Wind Jump


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