Wind Zone
Each 1u cube of a Wind Zone has a direction in which it blows.
Creatures that start their turn entirely within the Wind Zone or that entirely enter the Wind Zone on their turn must Pass a Grit Save or be pushed in the direction the wind is blowing a number of units equal to the number of stacks of Wind Zone.
The wind is not strong enough to causes harm or to make a non-airborne creature airborne. Airborne creatures and Tiny or smaller creatures automatically Fail the Save. Pushing an airborne creature doesn't end flying or levitating. Creatures with a Climbing Speed automatically Pass the Test if they are not airborne.
Any object weighing less than or equal to 5 pounds times the number of Wind Zone Stacks automatically fails the Save, provided it is not being carried or held. If the object is not airborne, the wind cannot make it airborne.
Cancelations:
- Co-located stacks of Wind Zone that blow in opposite directions cancel each-other out at a rate of one-to-one.