School elemental (wind); Level black mage 3, druid 3, geomancer 3
Casting Time 1 standard action
Range close (25 ft. + 5 ft./2 levels)
Target one creature or unattended object
Saving Throw Reflex partial (see description); Spell Resistance yes
You hurl a fist-sized ball of wind resembling a sphere of spikes to ram a designated creature or object. You must succeed on a ranged touch attack to strike your target. On a successful hit, you deal 1d6 points of wind damage per two caster levels (maximum 5d6). At caster level 10, you gain a second ball of force.
A creature struck by any of these blasts is subject to a bull rush attempt. The force has a Strength modifier equal to your casting modifier. The CMB for the force’s bull rush uses your caster level as its base attack bonus, adding the force’s Strength modifier and a +10 bonus for each additional blast directed against the same target. Each sphere of force makes its own separate bull rush attempt—if multiple spheres strike one target, you make multiple CMB checks but only take the highest result to determine success. If the bull rush succeeds, the force pushes the creature away from you in a straight line, and the creature must make a Reflex save or fall prone.
This spell pushes an unattended object struck by it 20 feet away from you, provided it weighs no more than 25 pounds per level (maximum 250 pounds). This spell cannot move creatures or objects beyond your range. Used on a door or other obstacle, the spell attempts a Strength check to destroy it if the sheer damage inflicted by the spell doesn’t do the job.