Air Rift
COMPLEX HAZARD 14The Elemental Plane of Air is opposed by the Plane of Earth. Any spell or magical effect with the earth trait that targets a creature or area within 50 feet of the rift deals 10 damage to the rift per spell ranks (or per 2 levels for magic items, feats, and so forth). For example, a 3rd-rank Earthbind spell cast on a creature near the air rift deals 30 points of damage to the rift
(1 action) Winds blow through the area in a random direction, causing creatures and objects within 50 feet of the air rift to float up, down, north, south, east, or west (roll a d6 to determine which direction). Creatures and objects in the area must attempt a DC 37 Fortitude save. If a creature is pushed into a solid object or another creature by this effect, both take 3d8+15 bludgeoning damage on impact.
Critical Success The creature is unaffected.
Success The creature is pushed 10 feet, but takes only half damage from impact.
Failure The creature is pushed 20 feet, falls prone, and takes full damage from impact.
Critical Failure The creature is pushed 40 feet, falls prone, and takes double damage from impact.