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.
Planes with this trait consist mostly of open spaces and air of various levels of turbulence, though they also contain rare islands of floating stone and other elements and energies. Air planes usually have breathable atmospheres, though they might include clouds of acidic or toxic gas. Earth creatures often find themselves at a disadvantage within air planes, as there’s little solid ground for them to gain their bearings, which tends to at least make them uncomfortable.
Concentrate
An action with this trait requires a degree of mental concentration and discipline.
Manipulate
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.
area: 60-foot line
deity: Gozreh
element: Air
patron_theme: Silence in Snow
saving_throw: Fortitude
source: Player Core pg. 334
spell_type: Spell
tradition: ArcanePrimal
type: Spell
A violent wind issues forth from your palm, blowing from the point where you are when you Cast the Spell to the line’s opposite end. The wind extinguishes small non-magical fires, disperses fog and mist, blows objects of light Bulk or less around, and pushes larger objects. Large or smaller creatures in the area must attempt a Fortitude save. Large or smaller creatures that later move into the gust must attempt the save on entering.
Critical Success The creature is unaffected. Success The creature can’t move against the wind. Failure The creature is knocked prone. If it was flying, it takes the effects of critical failure instead. Critical Failure The creature is pushed 30 feet in the wind’s direction, knocked prone, and takes 2d6 bludgeoning damage.