Homebrew DesignRoll up your sleeves and get working: there's lots of homebrewin' to be done! Post your custom creation for critiques or review those of your peers.
"Thunder is good, thunder is impressive; but it is lightning that does the work."
-- Mark Twain
This is a 20-level air-based spellcaster, loosely based on the Storm Lord prestige class originally presented in Complete Divine (pp.65-67). It focuses on the manipulation of air and wind, intuition, communication, and telepathy. And of course, because this is a jiriku class, there's also lots of zapping things with lightning bolts!
Change Log:
Spoiler
1.0 Original Version
1.01 Added a Charisma-based variant.
1.02 Added repulsion and spell turning to round out the 7th level spell list.
1.03 Removed requirement to be airborne or aboveground in order to benefit from electricity resistance.
1.1 Added Elemental Lore as a 1st-level class feature. Moved Sylph Friend from 1st to 2nd level and added a skill substitution for identifying creatures with the air subtype.
1.11 Added skill requirements to for using Call the Storm.
1.2 Added Scorn Earth at level 4. Toughened the Call the Storm ability to require the storm lord to be airborne (since she now has a means of becoming airborne automatically, this becomes a very light burden).
1.3 Removed elemental lore and sylph friend. These proved to be fluff features that weren't actually used in playtest. Combined keen senses, superior senses, blindsense, electricity resistance, and electricity immunity into a single feature, storm rider. Adjusted the placement of cloud sight and air elemental wild shape to make them available slightly sooner. Moved swift fly down from 3rd to 1st level and removed jump from the spell list.
1.4 Removed Call the Storm and replaced it with a spell of the same name.
1.41 Granted access to a wider variety of bows. Added some detail to the Scorn Earth description. Added the (Creation) subschool to call the storm.[/i]
1.5 Moved Cloud Sight from 10th to 9th level. Buffed Stride the Skies and moved it to 5th level. Moved Ride the Skies back to 13th level.
Adaptations:
Spoiler
Charisma-based storm lord: Since the storm lord casts spontaneously, has a forceful personality, and could easily be extroverted in nature, some might see her as Charisma-based caster. To convert the storm lord to Charisma-based casting, base all spell benefits and variables off Charisma and grant an additional two skill points per level. The Charisma-variant storm lord will have a better Armor Class and more powerful Call the Storm effects, but even with increased skill points, won't be as versatile as the Intelligence-based version.
GAME RULE INFORMATION
Storm lords have the following game statistics.
Abilities: Intelligence is the most important ability for a storm lord, as it determines how powerful a spell she can cast, how many spells she can cast per day, and how hard those spells are to resist. Charisma determines the effectiveness of some of the storm lord’s secondary abilities, and a storm lord benefits from high Dexterity and Constitution scores much as a sorcerer or wizard would.
Alignment: Any
Hit Die: d6
Level
Base Attack
Fort
Ref
Will
Special
-0-
-1-
-2-
-3-
-4-
-5-
-6-
-7-
-8-
-9-
1st
+0
+0
+2
+2
Born flyer, zephyr's grace
5
3
-
-
-
-
-
-
-
-
2nd
+1
+0
+3
+3
Wind companion
5
4
-
-
-
-
-
-
-
-
3rd
+1
+1
+3
+3
Storm rider (5/+2)
5
5
-
-
-
-
-
-
-
-
4th
+2
+1
+4
+4
Scorn earth
5
5
3
-
-
-
-
-
-
-
5th
+2
+1
+4
+4
Stride the skies
5
5
4
-
-
-
-
-
-
-
6th
+3
+2
+5
+5
5
5
5
3
-
-
-
-
-
-
7th
+3
+2
+5
+5
Storm rider (10/+5)
5
5
5
4
-
-
-
-
-
-
8th
+4
+2
+6
+6
5
5
5
5
3
-
-
-
-
-
9th
+4
+3
+6
+6
Cloud sight
5
5
5
5
4
-
-
-
-
-
10th
+5
+3
+7
+7
5
5
5
5
5
3
-
-
-
-
11th
+5
+3
+7
+7
Storm rider (30/20/+10)
5
5
5
5
5
4
-
-
-
-
12th
+6/+1
+4
+8
+8
5
5
5
5
5
5
3
-
-
-
13th
+6/+1
+4
+8
+8
Ride the skies
5
5
5
5
5
5
4
-
-
-
14th
+7/+2
+4
+9
+9
Air elemental wild shape 1/day (large)
5
5
5
5
5
5
5
3
-
-
15th
+7/+2
+5
+9
+9
Storm rider (60/30/+15)
5
5
5
5
5
5
5
4
-
-
16th
+8/+3
+5
+10
+10
5
5
5
5
5
5
5
5
3
-
17th
+8/+3
+5
+10
+10
Air elemental wild shape 2/day
5
5
5
5
5
5
5
5
4
-
18th
+9/+4
+6
+11
+11
5
5
5
5
5
5
5
5
5
3
19th
+9/+4
+6
+11
+11
Storm rider (90/immunity/+20)
5
5
5
5
5
5
5
5
5
4
20th
+10/+5
+6
+12
+12
Air elemental wild shape 3/day (huge)
5
5
5
5
5
5
5
5
5
5
CLASS SKILLS (2 + Int mod per level, x4 at 1st level)
A storm lord's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Knowledge (arcana) (Int), Knowledge (geography) (Int), Knowledge (nature) (Int), Listen (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), Spot (Wis).
"I know you can straddle the atmosphere
A tiny storm in your teacup girl
I know you can battle the masses, dear
A tiny storm in your teacup girl"
--Red Hot Chili Peppers, "Storm in a Teacup"
CLASS FEATURES
Your spells and class features make you well-suited to a variety of roles, but you are best suited to tasks involving battlefield control, combat support, and aerial scouting. At higher levels, you can use your magic to provide fast transportation for your entire party.
Weapon and Armor Proficiency: The storm lord gains proficiency with all simple weapons, and with all kinds of bows. She gains no proficiency with armor or shields.
Spells: A storm lord casts arcane spells, which are drawn from the storm lord spell list (below). When you gain access to a new level of spells, you automatically gain access to all the spells for that level on the storm lord’s spell list. You can cast any spell you know without preparing it ahead of time. Essentially, your spell list is the same as your spells known list.
To cast a storm lord spell, you must have an Intelligence score of 10 + the spell's level. The Difficulty Class for a saving throw against a storm lord’s spell is 10 + the spell's level + the storm lord’s Int mod. Like other spellcasters, a storm lord can cast only a certain number of spells of each spell level per day. The base daily spell allotment is given in the table above. In addition, you receive bonus spells for a high Intelligence score. If you attempt to cast spells while wearing armor, you suffer an arcane spell failure chance.
A storm lord need not prepare spells in advance. You can cast any spell you know at any time, assuming you have not yet used up your spells per day for that level.
Born Flyer: A storm lord gains Born Flyer (RotW 148) as a bonus feat, provided she meets the prerequisites.
Zephyr’s Grace (Ex): You can dance across the battlefield with the grace of the wind itself. Add your Charisma bonus to your Armor Class. You lose this bonus whenever you are helpless or immobilized, when you are wearing armor or using a shield, or when you are carrying a medium or heavy load.
Wind Companion: Upon reaching 2nd level, the storm lord may perform a special incantation to call a small air elemental as a familiar. The ritual requires rare dusts and pigments costing 100gp, and requires 24 hours of uninterrupted meditation. The elemental progresses as a familiar, as described in the Player's Handbook (pp. 52-53), except that the storm lord does not lose experience if her companion is killed, and she may replace a slain or dismissed familiar after waiting seven days.
Storm Rider (Ex): At 3rd level, you gain some of the fey wildness of the raging storm. Additionally, your eyes become accustomed to surveying distant vistas, and your sharp ears rarely miss even the slightest of sounds. You gain resist electricity 5 and a +2 competence bonus to Listen and Spot checks.
At 7th level, your electricity resistance increases to 10 and your bonus to Listen and Spot checks increases to +5. At 11th level, you gain electricity resistance 20 and +10 to Listen and Spot, and gain blindsense with a range of 30 feet. At 15th level, the range of your blindsense increases to 60 ft, your electricity resistance improves to 30 and your Listen and Spot bonuses improve to +15. At 19th level, your blindsense has a 90 ft range, you gain complete immunity to electricity, and your Listen and Spot bonuses improve to +20.
Scorn Earth (Su): At 4th level, a storm lord's feet lift from the ground. From now on, she can float a foot above the ground. Instead of walking she glides along, unconcerned with the hard earth or difficult terrain. While she remains within 1 foot of a flat surface of any solid or liquid, she can take normal actions and make normal attacks, and can move at her normal speed (she can even “run” at four times her normal speed). However, at distances higher than 1 foot above any surface, her speed diminishes to 10 feet per round (unless another effect such as air walk or fly has granted her the ability to move through the air at a faster speed).
While she remains within 1 foot of a surface, she can make melee and ranged attacks normally, but if she moves any higher, she incurs the penalties on melee and ranged attack rolls as if she were the subject of the levitate spell (unless under the influence of an effect which would override levitate, such as air walk or fly).
Spoiler
A levitating creature that attacks with a melee or ranged weapon finds itself increasingly unstable; the first attack has a –1 penalty on attack rolls, the second –2, and so on, to a maximum penalty of –5. A full round spent stabilizing allows the creature to begin again at –1.
Stride the Skies (Su): Beginning at 5th level, a storm lord (and her mount, if any) can walk or ride through storms (even magical ones) at her regular movement rate, completely unaffected by high winds, pounding precipitation, objects driven by the wind (which always seem to miss her), great claps of thunder, natural bolts of lightning, or any other natural manifestation of storm- or wind- related weather. Her melee and ranged attacks are likewise unaffected by wind conditions. This applies even to magically created weather and wind, although she can still be harmed by magical lightning that overcomes her electricity resistance.
Additionally, any spell she casts that grants the storm lord or her mount the ability to fly is automatically extended for free, as if by the Extend Spell metamagic feat.
Cloud Sight (Su): A storm lord of 9th level can see through clouds, fog, or almost any other sort of grit or airborne particles, as easily as if the impediment weren't there. The storm lord can still see the clouds or fog as a ghostly outline, so she can avoid flying into acid fogs and the like.
Using this ability is a standard action. Each use lasts for a number of rounds equal to 3 + the storm lord’s Cha modifier.
Ride the Skies (Su): A 13th level storm lord revels in the freedom of the skies, using her magic to move effortlessly through the air as though born to it. When flying by means of a spell that she cast herself, she triples her fly speed and gains perfect maneuverability.
Using this ability is a standard action. Each use lasts for a number of rounds equal to 3 + the storm lord's Cha modifier.
Air Elemental Wild Shape (Su): At 14th level, a storm lord gains the ability to assume the form of a Small, Medium, or Large air elemental once per day. She gains the elemental's racial bonuses to Strength, Dexterity, Constitution, natural armor, and feats, and gains Air Mastery, Whirlwind, and Darkvision as per the air elemental description. She retains her own type and racial attributes, but gains the [air] subtype. The effect lasts one hour per storm lord level, or until the storm lord changes back. Changing form is a standard action and doesn't provoke an attack of opportunity.
Upon changing to air elemental form, the storm lord regains hit points (but nothing else) as if she had rested for the night. If slain in air elemental form, she reverts to her normal shape (but remains dead).
The storm lord gains an additional use per day of this ability at 17th and 20th level. At 20th level, she may use this wild shape ability to assume the form of a huge air elemental.
"Do you know what happens to a toad when it is struck by lightning?
The same thing that happens to everything else."
--Ororo Munroe, X-Men
STORM CALLER SPELL LIST
The storm lord spell list appears below. All spells are notated with the name and page number of the sourcebook in which they appear.
8th Level: desert binding (wind in the waste only) (SS 113), ghostform (SC 103), invisibility, superior (SC 125), lightning ring (SC 132), mastery of the sky (RotW 175), moment of prescience (PH 255), stormrage (SC 210), whirlwind (PH 301).
Call the Storm
Conjuration (Creation) [Air] Level: storm lord 3 Components: S, see below Casting Time: 1 immediate action Range: 30 ft. Target: Creatures within a 30-ft. radius burst Duration: 1 round Saving Throw: Fort negates or Fort negates (harmless) Spell Resistance: Yes
With merely a forceful gesture, you conjure spirits of air to conceal your allies and buffet your foes.
Spoiler
Your studies of the ancient mysteries of air allow you to call upon the wind to protect all willing allies within 30 feet, granting them resist sonic 10 and a +4 bonus to saves against sonic and language-dependent effects until the beginning of your next turn. Enemies within the area of effect are deafened for one round (Fortitude negates). At 13th level, the resistance increases to 20 and the save bonus increases to +6.
A caster of at least 9th level may instead conjure a blast of wind: swirling gusts and clouds of grit grant all affected allies a miss chance of 20% against ranged attacks (including magical ranged touch attacks) until the beginning of your next turn, and disrupts cloud and fog effects as if it were a severe wind (although it does not produce any of the other effects of severe wind). At 17th level, the miss chance improves to 50%.
A caster of at least 13th level may instead conjure a gale: an intense blast of wind surrounds your to a distance of 30 feet. Powerful enough to bring down branches if not whole trees, the windstorm automatically extinguishes unprotected flames and has a 75% chance of blowing out protected flames, such as those of lanterns. Ranged weapon attacks into or out of the area are impossible, and even siege weapons have a -4 penalty on attack rolls. Listen checks are at a -8 penalty due to the howling of the wind. Small or smaller creatures are blown out of the area of effect, Medium creatures are knocked down, while Large and Gargantuan creatures are checked and cannot move (Fortitude negates). Flying or airborne creatures are treated as one size smaller for this effect, but you and your affected allies pass your saves automatically. The gale lasts until the beginning of your next turn.
A caster of at least 17th level may instead conjure a mighty cyclone: cyclonic winds envelop the area, protecting your allies and bewildering your foes. All affected allies gain total concealment. Ranged attacks (even with siege weapons) into or out of the area are impossible, Listen checks fail automatically, and enemies within the area of effect are knocked prone and immobilized by ferocious crosswinds (Fortitde negates). Your allies are not impaired by the winds, but others must succeed at Concentration checks (DC = this effect’s save DC) to perform any activity requiring patience or focus (such as spellcasting). These effects last until the beginning of your next turn.
Special: To cast this spell, you must be airborne.
I ship you/Anyone./Infernal Gardevoir from outside the playground, by Recaiden//ExtendedSig
Spoiler
Quote:
Originally Posted by Thanqol
It's not normal, of course, and what's actually happening in Comet Kicker's brain is that she's using regular murder as therapy for worse murder. There's a breakdown in the works and all it needs is one good, hard kick.
Each of the four elemental classes I plan to build is an Int-based caster with class features that depend on a secondary ability. The earth dreamer is Int/Con, the storm lord is Int/Cha, the fire caster will probably be Int/Dex, and the Water caster will be Int/Wis or Int/Str, depending on which slant I decide to use for it.
I hope to strike a balance between SAD, which can lead to unbalanced min/maxed builds, and MAD, which can lead to excessively sucking.
However, just as I have guidelines for a Wis-based earth dreamer, I could see a Cha-based adaptation of the storm lord. I'll add that in the adaptations section.
I ship you/Anyone./Infernal Gardevoir from outside the playground, by Recaiden//ExtendedSig
Spoiler
Quote:
Originally Posted by Thanqol
It's not normal, of course, and what's actually happening in Comet Kicker's brain is that she's using regular murder as therapy for worse murder. There's a breakdown in the works and all it needs is one good, hard kick.
Didn't read all this, sorry, just dropped to say it really does look much more like a Cha- or even Wis- based caster (alike a Druid?), but:
the proper reason for me posting is to say it's a beautiful, richly designed eye-candy of a homebrew. It looks like a black lamborghini on a warm, dewy mediterranean morning. If all entries here were this elegant!
I ship you/Anyone./Infernal Gardevoir from outside the playground, by Recaiden//ExtendedSig
Spoiler
Quote:
Originally Posted by Thanqol
It's not normal, of course, and what's actually happening in Comet Kicker's brain is that she's using regular murder as therapy for worse murder. There's a breakdown in the works and all it needs is one good, hard kick.
Very nice class, only nitpick is that for this class, the 7th spell level has a very small spell list. Saddly, the only thing I could find that sort of works is Storm of Elemental Fury (SC 209).
I also agree with this class being Int based, as Cha is for a more violent personality (maybe for fire...)
Apart from that, these four classes could prove to be good alternatives to druids if someone doesn't want to deal with the hassle of a huge spell list, Wildshape and the prejudice of being a power gamer for playing Druidzilla.
Very nice class, only nitpick is that for this class, the 7th spell level has a very small spell list. Saddly, the only thing I could find that sort of works is Storm of Elemental Fury (SC 209).
Hmm, I see what you mean. I left out SoEF for the same reason I left out Control Weather: it really seems to combine mastery of more than one element. I plan to include some feat and/or PrC options for getting multi-element spells onto the spell list, but in the meantime...
I already have ray deflection on the list. How about spell turning? They're thematically similar. And maybe...repulsion as a level 7 spell? We've got this whole motif going of pushing things away from you.
Hmm, I see what you mean. I left out SoEF for the same reason I left out Control Weather: it really seems to combine mastery of more than one element. I plan to include some feat and/or PrC options for getting multi-element spells onto the spell list, but in the meantime...
I already have ray deflection on the list. How about spell turning? They're thematically similar. And maybe...repulsion as a level 7 spell? We've got this whole motif going of pushing things away from you.
I see what you mean about Control Weather and Storm of Elemental Fury. Spell Turning could work, and so would Repulsion, and it would help round out the spell list with more combat spells.
I ship you/Anyone./Infernal Gardevoir from outside the playground, by Recaiden//ExtendedSig
Spoiler
Quote:
Originally Posted by Thanqol
It's not normal, of course, and what's actually happening in Comet Kicker's brain is that she's using regular murder as therapy for worse murder. There's a breakdown in the works and all it needs is one good, hard kick.
Hmm, Lix, I see where you're coming from, and I got this sort of feedback on the earth dreamer too. People said it felt like a Wis-based caster. Part of my design intent is that these classes should feel like Int-based casters. What do you think I might add to bring that feel across? Does it just need some flavor text, or do I need Int-based mechanics, or what would you do?
In the meantime, spell turning and repulsion are added to the list of 7th level spells.
Edit: Woah, found a major error. The storm lord is supposed to have a poor Fort save and good Ref save. Correcting.
I ship you/Anyone./Infernal Gardevoir from outside the playground, by Recaiden//ExtendedSig
Spoiler
Quote:
Originally Posted by Thanqol
It's not normal, of course, and what's actually happening in Comet Kicker's brain is that she's using regular murder as therapy for worse murder. There's a breakdown in the works and all it needs is one good, hard kick.
Very nicely done.
Good battlefield control, nice thematics and a lot of interesting stuff.
Here's what I would change:
Resist Electricity - I see no reason why this should be applicable only when not touching the ground. AFAIK, it's unprecedented.
A master of the element of air should be able to fly effortlessly and without consuming spells or #uses of an ability or feature for doing so - at least when outdoors (whatever the GM would consider to be "outdoors").
Given each of the 4 elements sort of represents a different "personality" or "mind set", I see no reason to tie them all to the same primary stat.
Ideas:
"Bones/Wisdom of the Earth": Con/Wis (whatever you find more appropriate)
"Flamboyance": Cha
"Mysteries of the deep": Int
"Swiftness of the Wind": Dex (unorthodox, but I see nothing to go against it)
Well... I think emphasising the studiousness might help... :/ I dunno.
You know, when I really looked at it, I realized this class has nothing to do with knowing and is all about doing. No wonder the Int-based casting seemed odd to everyone.
I've added the Elemental Lore class feature at level 1, which is like bardic knowledge for air stuff. I also moved Sylph Friend back to level 2, and folded into it the ability to use Knowledge (nature) to identify any sort of air creature. Additionally, I added minimum skill requirements in Knowledge (arcana) in order to be able to use Call the Storm, sort of like the minimum skill requirements for using bardic music. I thought about putting some skill requirements on the Air Elemental Wildshape too, but I ultimately decided that would be overkill and left it as is.
Also, I've removed the restrictions on Resist Electricity.
Nonsi, I hear you about flight, but I'm torn. I see an argument in favor of free at-will flight:
It's thematically appropriate
It encourages some nice archetypal behavior (always airborne)
I also have some concerns about it:
I don't know of any class that gets unlimited supernatural flight. Maybe the designers know something I don't know?
I like the idea of the storm lord being earthbound when her power is exhausted. She becomes vulnerable if she doesn't pace herself and stay within her limits.
Flight with both dispel and trip immunity is hard to mess up. Is it good to give a class such an ironclad defense against melee attacks?
How could we address these concerns? Maybe we could address concern #2 by making the flight work like a reserve feat, where you need to have at least one 3rd-level spell slot remaining in order to fly, and you get better speed and maneuverability if you have a higher-level slot remaining?
I ship you/Anyone./Infernal Gardevoir from outside the playground, by Recaiden//ExtendedSig
Spoiler
Quote:
Originally Posted by Thanqol
It's not normal, of course, and what's actually happening in Comet Kicker's brain is that she's using regular murder as therapy for worse murder. There's a breakdown in the works and all it needs is one good, hard kick.
Holy floating psionic bug-people, Batman! That's perfect! Consider it added.
@ zenanarchist: Thank you! I just hope that the fire and water mages are as good once I get them done.
I'll peer review your water mage if you peer review my Water Lord when I get him done. So we don't clash and look like we're stealing each others ideas. What's your basic outlay?
Mine-
Mostly fighter, few water and ice spells at each level
Travels on an icebridge that leaves a trail of ice behind for 4 rounds (Causes slipping)
Has an ice blast ability and an ice shield
I'll peer review your water mage if you peer review my Water Lord when I get him done. So we don't clash and look like we're stealing each others ideas. What's your basic outlay?
Mine-
Mostly fighter, few water and ice spells at each level
Travels on an icebridge that leaves a trail of ice behind for 4 rounds (Causes slipping)
Has an ice blast ability and an ice shield
Very basic outlay.
Dude. You don't want to steal? When it comes to homebrew, I steal everything that isn't nailed down. And anything I can pry up with a crowbar doesn't count as nailed down.
I would be pleased to review your class. My water mage is going to be a full caster, based on the wavekeeper PrC in Stormwrack and themed around protection, support, mobility and turning people into fragile little popsicles. I'm wrapping up the fire mage right now, and should have it up later this week.
Dude. You don't want to steal? When it comes to homebrew, I steal everything that isn't nailed down. And anything I can pry up with a crowbar doesn't count as nailed down.
I would be pleased to review your class. My water mage is going to be a full caster, based on the wavekeeper PrC in Stormwrack and themed around protection, support, mobility and turning people into fragile little popsicles. I'm wrapping up the fire mage right now, and should have it up later this week.
Bahahahaha. Okay, in that case I might just have a little nitpick through your abilities and grab what I like
Dude. You don't want to steal? When it comes to homebrew, I steal everything that isn't nailed down. And anything I can pry up with a crowbar doesn't count as nailed down.
Duuuude.
I'd ask if I could sig that, but I think, considering your sentiments, I'll just steal it.
I ship you/Anyone./Infernal Gardevoir from outside the playground, by Recaiden//ExtendedSig
Spoiler
Quote:
Originally Posted by Thanqol
It's not normal, of course, and what's actually happening in Comet Kicker's brain is that she's using regular murder as therapy for worse murder. There's a breakdown in the works and all it needs is one good, hard kick.
This is amazing. It flows well, and feels like a good power level. My suggestions are to clean up the wording for Scorn Earth; as I read it now, it grants a fly speed of 10 feet (with the ability to "run") with unstated mobility. I'd also suggest saying what the penalty to attack rolls is instead of saying "it's the same as for this other ability". I'd also also suggest stating if she can use this while encumbered. Finally, give them proficiency with the Greatbow. Yes, it's exotic, no, giving it to them will not make them overpowered. And for the love of God, give them no penalty to use those bows in high winds!
I greatly look forward to your other classes, particularly the water one (I've always had a thing for water magic).
Your call the storm homebrew spell...it doesn't have a subschool.
I might be remembering wrong, but I thought all conjuration spells had one of the five subschools (healing, teleportation, calling, summoning, and creation)
__________________
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Wrote a 10 page research paper titled "Servants of Heaven: The Symbolism of the Angel in Modern Spirituality and Morality". Got a B+. Stupid English professor.
@ seraphi: id hav guessed its creation, but after reading the, you know, name i guess its calling as well?
haha
anyway, what about having control weather with the caveat that it can only be used to summon thunderstorms, hurricanes and the like, regardless of whether that weather (hehe) would usually be viable in the area/season your currently in.
it could work like the elemental storm spells for some elemental casters (eg: can only summon wind elementals or whatever) and would seem to fit the flavour? Heck, you could have equivalents for all the elemental casters, say the same for rainstorms/blizzards with the ice caster, sunny days for the fire caster and....i have no idea for the earth caster. but still, you get my point
it just seems that a lot of the classes abilities are only useable in storms, so if the party goes to a jungle or wherever where storms are rarer, you become a good caster but lose a bit of flavor
maybe even add a weaker control weather earlier?
@ togapika:Storm of vengeance involves effects from multiple elements. I originally had some multi-element spells on the spell list, but the list was too large, and I cut those spells as part of the pruning process.
@ Noctis Vigil: It's more of an air walk effect than flight, but point well taken. A little more description couldn't hurt. One caveat about the wavekeeper: I'm revamping all of my elemental classes in light of some recent playtest results, and I haven't gotten to the wavekeeper yet. It's due for a major pruning just like this one received.
Greatbow added. I'm a little hesitant to grant the ability to shoot in high winds to a class that can create high winds. It feels a little like bringing your ball to the game and then announcing that no one else can play with it. What do you think?
@ NeoSeraphi: You know, I never knew that. Call the storm is now Conjuration (Creation) [Air].
@ Zegram 33:Control weather was removed for the same reason storm of vengeance was. However, you will find control weather on the list of bonus spells known provided by my Master of Elements prc, which is specially made for my elemental casters.
Okay, lemme see if I'm understanding Scorn the Earth correctly:
My Storm Lord (Let's call him Stormy) is walking along a foot off the ground, with his party. Let's say he's walking in front of the group. Stormy starts to walk over a large pit trap, yet does not activate it, as he isn't on the ground. However, when his more earthenly-inclined party members follow, triggering the trap, Stormy does not fall, yet is now under an effect that mimics the Leviation spell due to being more than 1' off the ground.
Is that right?
EDIT: Additionally, why is this the only one of your elemental wizards without Armored Mage?
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Quote:
Originally Posted by AstralFire
That does not change the fact that were his proportions normalized, I would invite him into my magnificent mansion anytime. With Extend Metamagic.