Wind Subdomain

Wind, motion and the force that sweeps obstacles aside.
At a Glance
| Rules | Pathfinder 1e — subdomain |
|---|---|
| Divine Sphere | Wind, motion and the force that sweeps obstacles aside. |
| Parent Domain | Air Domain |
Edition Applicability
These are published Pathfinder 1e rules. This subdomain replaces the specified features of its parent domain. A cleric needs access to both from their deity, and cannot choose the parent domain as their other domain. Other rules traditions are separate choices; this page does not supply a fifth-edition conversion.
The complete powers and nine domain spells for this subdomain are given below, including inherited features.
Wind Subdomain — Pathfinder 1e
Wind Blast (Su)
Replace Lightning Arc. As a standard action, send a blast through a 30-foot line. Against each creature in that line, make a bull rush combat maneuver check using caster level as base attack bonus and Wisdom instead of Strength. Daily uses equal 3 + your Wisdom modifier.
Electricity Resistance (Ex)
Retain Air’s resistance: electricity resistance 10 at cleric level 6, resistance 20 at level 12, and electricity immunity at level 20.
Domain Spells
| Spell Level | Domain Spell | Restriction |
|---|---|---|
| 1 | Whispering wind Sends a short message 1 mile/level | — |
| 2 | Wind Wall Deflects arrows, smaller creatures, and gases. | — |
| 3 | Gaseous Form Subject becomes insubstantial and can fly slowly. | — |
| 4 | Air Walk Subject treads on air as if solid (Climb at 45-degree angle). | — |
| 5 | Control Winds Change wind direction and speed. | — |
| 6 | Wind walk You and your allies turn vaporous and travel fast. | — |
| 7 | Elemental Body IV | Air form only |
| 8 | Whirlwind Cyclone deals damage and can pick up creatures. | — |
| 9 | Winds of Vengeance You surround yourself with a buffeting shroud of supernatural, tornado-force winds. | — |
How Wind Subdomain Plays
Wind Blast controls position. It does not retain Lightning Arc as a second attack power. The spell replacements occur at levels 1, 6 and 9, while the remaining Air spells and electricity protection stay in place.
Associated Deities
Priests, Rites and Sacred Places
Wind priests watch exposed heights, open sea roads and places where air moves freely. Breath, weather signs and the direction of smoke shape their rites.
Related Domains and Character Options
Air · Weather · Travel · Cleric · Domain Directory
Rules Sources and Licensing
Archives of Nethys: published domain rules and source books. Pathfinder 1e source books: Advanced Player’s Guide; PRPG Core Rulebook, page 41 (Air). Open Game License.
Section 15: Copyright Notice – Advanced Player’s Guide
Advanced Player’s Guide. Copyright 2010, Paizo Publishing, LLC; Author: Jason Bulmahn.
