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: 30-foot radius, 100-foot-tall cylinder
duration: 1 min.
element: Air
range: 100
source: Player Core pg. 351
spell_type: Spell
tradition: Primal
type: Spell
Violent winds and a powerful downdraft fill the area, forming a cyclone. All flying creatures in the area descend 40 feet. The entire area is greater difficult terrain for Flying creatures, and difficult terrain for creatures on the ground or Climbing. Any creature that ends its turn Flying within the area descends 20 feet. Any creature pushed into a surface by this spell’s winds takes bludgeoning damage as though it had fallen.
The squares at the outside vertical edges of the cylinder prevent creatures from leaving. These squares are greater difficult terrain, and a creature attempting to push through must succeed at an Athletics check or Acrobatics check to Maneuver in Flight against your spell DC to get through. A creature that fails ends its current action but can try again.