Wind flows from your outstretched hands and whirls around you in a 5-foot emanation. Each creature in the area takes 1d6 bludgeoning damage, with a Fortitude save.
Critical Success The creature is unaffected.
Success The creature takes half damage.
Failure The creature takes full damage and is pushed 5 feet away from you.
Critical Failure The creature takes double damage and is pushed 10 feet away from you.
Heightened (+1) The damage increases by 1d6.
Traits
Effects with the air trait either manipulate or conjure air. Those that manipulate air have no effect in a vacuum or an area without air. Creatures with this trait consist primarily of air or have a connection to magical air.
A spell you can cast at will that is automatically heightened to half your level rounded up.
An action with this trait requires a degree of mental concentration and discipline.
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can't perform actions with this trait. Manipulate actions often trigger reactions.