Gale Force (3.5e Spell)

This will blow you away.

This spell creates a severe blast of air similar to gust of wind that originates from you, affecting all creatures in its path. However, its strength and shape depends on which form you cast.

If you cast it as a 60 ft. line, it produces 100 mph hurricane winds. Medium or smaller creatures on the ground are knocked prone and rolled 1d4×10 feet, taking 1d4 points of nonlethal damage per 10 feet. Medium or smaller flying creatures are blown back 2d6×10 feet and take 2d6 points of nonlethal damage due to battering and buffeting. Large creatures are knocked prone by the force of the wind. Large flying creatures are instead blown back 1d6×10 feet. Huge creatures are unable to move forward against the force of the wind Huge flying creatures are blown back 1d6×5 feet. Ranged attacks are impossible through the area, and seige weapons passing through take a -8 penalty. Fogs and gases disperse twice as fast as normal.

If you cast it as a 60 ft. cone, the area is much greater but the effects are reduced to that of a normal gust of wind spell.

If you cast it as a burst, the range becomes Long (400 ft. + 40 ft./level) with a 20 ft. radius burst. The burst moves outward in all directions and has the effects of a normal gust of wind spell.

Finally, you can use it as a ranged touch spell out to Close range (25 ft. + 5 ft./2 levels), which allows you to bull rush any creature up to Huge size using your caster level + your spellcasting modifier as your effective strength bonus to bull rush. Flying creatures are considered one size smaller than they actually are for the purposes of if you can bull rush them and their bonus on the opposed check. You do not follow the creature being bull rushed. This version does not grant a save.

You choose the shape of the gale force upon casting. All forms with exception of the touch attack version can’t move a creature beyond the limit of its range. The force of the gale automatically extinguishes candles, torches, and similar unprotected flames. It causes protected flames, such as those of lanterns, to dance wildly and has a 50% chance to extinguish those lights. In addition to the effects noted, a gale force can do anything that a sudden blast of wind would be expected to do. It can create a stinging cloud of sand or dust, fan a very large fire, overturn awnings or hangings, keel over a medium boat, and blow gases or vapors to the edge of its range.

Gale Force's first three shapes can be made permanent with a permanency spell for 1,500 XP (minimum caster level 11th).