Home Creators Posts Import Register Favorites Logout

Content

Before I begin with the article, I would like to talk about some things and answer some questions since this article might be a bit… controversial. Stormbound was one of the first PF1e products I wrote that saw print, and since I wrote it so early in my career I admittedly made a fair number of amateurish mistakes when it can to the balance and function of some of its class features, most notable with the Storm veils printed in the book. I want to fix those errors in the best way I can, which in this case will be self-publishing them in this article. This will also involve altering some of the Storm veils I have released at a later date to bring them more in line with these reworks.

I, and many others, have found a few primary issues that need to be solved outside of just tweaking the balance of Storms as a whole. The primary issues being the “passive AOE” storms bogging the game down by forcing every enemy to make a save each round against their effects, and heavily linked to that is how strong Twin Storms can be when shaping an entirely passive Storm in combination with an entirely active Storm, or simply shaping two entirely passive Storms on a build that focusing on its other veils or weapons for offense.

I plan to solve this with a rebalancing to all of the offensive varieties of these Storms, making their passive effects damage-only and changing their saving throw effects to be a new active effect that needs to be used.

In addition, I plan to heavily rework a few other Storms, most notably The Cyclone, because they are very very overtuned.

To preempt some questions;

  • Why aren’t you doing this as official errata?
    • The situation with Cobalt Sage Creations is complicated right now and getting official errata posted though them might be difficult, if not impossible, and would have a massive delay until it goes live even if I could.
  • Why bother?
    • I love the Stormbound, and a number of its balance issues make it hard for me to recommend to people. I want to at least provide an alternative for some tables to make it able to be used.

With that out of the way, please keep in mind that the following changes are optional. I heavily recommend that you use them to bring the Stormbound (and any other character options that use Storm veils) in line power-wise with other akashic classes and to reduce table slowdown, but I can understand why people would be resistant to change. If you are a player and you don’t want to make your GM mad at you, I would recommend bringing these changes to them. If you are a GM, I recommend implementing these changes wholesale.

Storm Veil Reworks

The following veils are marked with [Reworked] in their name. Consider these as semi-official errata to the content they are reworking. Semi-official in that I originally wrote them, but can’t get official errata through for them.

The Blizzard [Reworked]

Descriptors: Cold

Class: Stormbound

Slot: Storm

Saving Throw: Fortitude (see text)

Freezing snow falls around you, a white curtain of bitter death that piles around your feet and chills you to the bone.

When you have at least 1 point of essence invested in this veil the area of your Storm fills with bitterly cold snow. At the end of your turn, each creature within the area takes 1d3 nonlethal cold damage. Additionally, you can choose to have the area of the storm accumulate with snow, causing all squares of solid ground in the Storm’s area to be treated as difficult terrain. This accumulation of snow can be stopped or started as a free action on your turn. When stopped, all accumulated snow melts at the end of your turn.

As a standard action, you can cause the icy snowfall of the storm to encircle a single creature and threaten them with a numbing chill. That creature takes additional damage equal to the base effect of this veil plus your veilweaving modifier, and must make a Fortitude saving throw or become fatigued until the end of your next turn. Additional applications of this effect do not worsen the fatigue condition to exhausted.

Essence: Each point of essence invested in this veil beyond the first increases the damage of the storm by 1d3.

Chakra Bind (Storm): [S9] Binding this veil to your Storm chakra imbues it with a deadly chill. The effects of this storm now deal lethal cold damage. In addition, as a full-round action you can cause the storm to surge and affect every creature within its area with the storm’s standard action effect.

The Cyclone [Reworked]

Descriptors: Air

Class: Stormbound

Slot: Storm

Saving Throw: None

A tower of swirling air moves at your command, tossing your enemies aside like the toys of some vengeful deity.

When you invest essence in this veil, a raging cyclone appears in an unattended space within the storm’s area. This cyclone has a base the size of a single 5-foot-space, and extends upwards to the top of the storm. If created in or moved into an enclosed area, its top ends at the height of the ceiling. If you remove all essence from this veil, or if it is suppressed or unshaped, the cyclone dissipates. If the cyclone leaves the area of your storm it immediately dissipates, and you may recreate it (as above) during one of your following turns as a free action.

As a standard action, you can move the cyclone 30 feet in any direction. Its base must stay along the ground, but it ignores difficult terrain or any other effects that would slow movement, and it can freely traverse any height difference. If it enters a space that contains a creature, the cyclone stops moving and you may use the cyclone to bull rush that creature. Creature’s larger than Large size are not affected by this bull rush. If multiple creatures are sharing the area the cyclone moves into (such as multiple creature’s stacked vertically in a column) you may make this bull rush against any number of them. If a creature is protected from the effects of this veil, such as through the weatherproofing ability, it does not stop when entering their space. The CMB for this bull rush is equal to your veilweaving level plus your veilweaving modifier. On a successful bull rush, the cyclone deals 2d6 bludgeoning damage and pushes the target in a direction of your choice. The cyclone does not follow a pushed creature. You may also use the cyclone to bull rush any creature who enters the cyclone outside of your turn, however those creatures are pushed in the same direction they entered the cyclone from if they are successfully bull rushed. A single creature may only be bull rushed by the cyclone once per turn, even if they enter its space multiple times.

Essence: For each point of essence invested in this veil beyond the first, the cyclone deals an additional 1d6 bludgeoning damage, and you gain a +2 insight bonus to the CMB of your bull rushes made using the cyclone. For every 3 points of essence invested, the maximum size of creature the cyclone may bull rush increases by one step (Huge -> Gargantuan -> Colossal).

Chakra Bind (Storm): [S9] Binding this veil to your Storm chakra allows you to unleash the true destructive potential of this veil. When you invest essence in this veil you may create a second cyclone. These cyclones cannot share an area, and when you use a standard action to direct a cyclone you may direct both of them individually. Resolve the movement and attacks of one cyclone before the other, as if they were two separate creatures with differing initiatives. A single creature may be bull rushed by each cyclone individually, but may only be bull rushed by each individual cyclone only once per turn.

Additionally, you can choose to increase the base of your cyclones to a 10-foot wide by 10-foot long square. This base is divided between elevations if it ends over a cliff, gap, or height difference. Each of your cyclones may have a different size, if you wish, and you may change the size of your cyclones when they are first created (either a 5-by-5 or 10-by-10 base). You must account for the increased base size when placing the newly created cyclones in an unattended space.

The Deluge [Reworked]

Descriptors: Water

Class: Stormbound

Slot: Storm

Saving Throw: Fortitude (see text)

The air around you grows damp, your clothes sticking to your skin. The smell of an approaching rainstorm is all around you.

If at least one point of essence is invested in this veil, the clouds above the Storm begin to rain, lowering the light level within the storm's area by 1 step (to a minimum of darkness) and begin to torrentially pour rain. This change in lighting is from physical obstruction and does not counter light spells. Visibility is halved within the Storm’s area, and ranged attacks made within the storm or into the storm take a -4 penalty to attack rolls. Creatures within the storm suffer a -2 penalty to Perception checks. This rain automatically extinguishes unprotected fires that are small or smaller (such as a torch, candle, or small bonfire). At the end of your turn, creatures are pounded by this rain and take 1d3 nonlethal bludgeoning damage. This damage is from water causing creatures with the (Fire) subtype to suffer 50% more damage from this effect.

As a standard action, you can cause the torrential rain to bolster and protect a creature within the storm rather than damage them, granting them 3 temporary hit points per point of essence invested in this veil. These temporary hit points persist for as long as creatures remain within the storm, and for 1 round after. If the storm is invested with 0 essence, these temporary hit points dissipate after 1 round. Additionally, creatures benefiting from these temporary hit points do not suffer damage from this veil.

Essence: For each essence invested in this veil beyond the first, the torrential downpour deals an additional 1d3 damage, the penalty to Perception check and ranged attacks is worsened by 1, and the size of unprotected fires extinguished by the veil is increased by 1 step. When 5 or more essence is invested in this veil, visibility within the Storm is reduced to one quarter.

Chakra Bind (Storm): [S9] Binding this veil to your Storm chakra causes the storm’s downpour to become deadly to creatures, and bolstering to plantlife. The effects of this storm now deal lethal damage. While at least 1 essence is invested in this veil, all land the storm passes over is affected as if by the enrichment property of the plant growth spell.

In addition, as a full-round action you can cause the protective rain of the storm to affect every creature within its area with the storm’s standard action effect.

The Devastation [Reworked]

Descriptors: Poison

Class: Stormbound

Slot: Storm

Saving Throw: Fortitude (see text)

Ash rains from the skies around you, poisoning the lands and those who walk them.

When at least 1 point of essence is invested in this ability, toxic ash begins to fall within the storm's area, lowering the light level within the storm’s area by 1 step (to a minimum of darkness). This change in lighting is from physical obstruction and does not counter light spells. At the end of your turn, each creature takes 1d3 nonlethal damage. This damage is considered to be a poison effect; creatures and objects immune to poison are immune to this damage. This damage otherwise bypasses any damage reduction or hardness.

As a standard action, you can cause the ash falling from the storm to billow around a single creature, further poisoning and weakening them. That creature takes additional damage equal to the base effect of this veil plus your veilweaving modifier, and must make a Fortitude saving throw or take a -2 penalty to attack rolls, weapon damage rolls, AC, saving throws, ability checks, and skill checks until they leave the storm’s area, plus one round. This penalty does not stack with itself.

Essence: Each essence invested in this veil beyond the first increases the damage it deals by 1d3. For every 2 points of essence invested in this veil, the DC is increased by +1 and the penalties it imposes on a failed saving throw worsen by -1.

Chakra Bind (Storm): [S9] Binding this veil to your Storm chakra causes the ash that falls within the storm to blight the lands it falls upon, and debilitate the creatures whose flesh is touched by it. The effects of this storm now deal lethal damage. While at least 1 essence is invested in this veil, all land the storm passes over is affected as if by the stunt growth property of the diminish plants spell.

In addition, as a full-round action you can cause the ash of the storm to billow and affect every creature within its area with the storm’s standard action effect.

The Enshrouding [Reworked]

Descriptors: Air, Teleportation

Class: Stormbound

Slot: Storm

Saving Throw: See text

The world around you becomes shrouded by a bank of thick fog so that none may see your presence.

Shaping this veil fills the area of the storm with a light and refreshing mist that imposes no penalties, but counts as fog or mist for effects that rely upon being in an area of fog or mist. While this veil is invested with at least 1 point of essence, this mist condenses into a field of enshrouding fog. This fog obscures all sight, including darkvision, beyond 20 feet. A creature within has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance and the attacker can’t use sight to locate the target). Unlike normal mist or fog, only a severe wind (31+ mph) disperses these vapors, and it does so in 4 rounds. Doing so suppresses the veil for 1d4 rounds. This veil does not function under water.

Additionally, as a standard action you may cause the fog to condense and enshroud a single creature within its area. That creature is treated as if they had total concealment, even against creatures within 20 feet of them in the area of fog, for 1 round. If this veil is not invested with essence when this ability is used it still grants the creature a 50% miss chance, but they may be attacked using sight and cannot use this concealment to make Stealth checks.

Essence: For each even point of essence invested in this veil, the standard-action effect of this veil persists for 1  additional round. For each odd point of essence invested beyond the first, the distance the fog obscures all sight is reduced by 5 feet, to a minimum of 5 feet. When 5 points of essence are invested in this veil, you can choose to cause the fog to become so thick it impedes movement. Creatures moving through this solid fog move at half their normal speed and take a -2 penalty on melee attack and damage rolls. You may choose whether to thicken the fog any time you reinvest your essence. When 9 points of essence are invested in this veil, you can choose for the fog to also block special senses such as blindsight, blindsense, and tremorsense (except for the blindsense provided by this veil's bind effect).

Chakra Bind (Storm): [S9] Binding this veil to your Storm chakra causes the fog to swirl with chaotic patterns, seemingly having a mind of its own. You automatically know the locations of all creatures in the fog, as blindsense. As a standard action that provokes attacks of opportunities, you can cause the fog to abduct a single creature within it. This creature becomes lost in an extradimensional demi-plane of endless fog. Each round at the beginning of its turn it must make a Will saving throw to escape the fog. If it does so, or a number of rounds equal to your veilweaving modifier pass without the creature escaping, the creature appears in the space it inhabited before being trapped. If that space is occupied, it appears in the nearest free space of its choice. Only a single creature can be abducted by the fog at a given time, and if the veil is unshaped or suppressed the creature immediately escapes.

The Scouring [Reworked]

Descriptors: Earth

Class: Stormbound

Slot: Storm

Saving Throw: Reflex (see text)

A storm of sand and intense winds whirl around you, forming a scouring burst at your command.

When you have at least 1 point of essence invested in this veil the area of your Storm swirls with roaring sand, making it difficult to perceive things within the storm. Creatures within the storm suffer a -4 penalty on Perception checks, and any tracks left within the storm are scoured away by the blasting sand (including scents). At the end of your turn, each creature within the area takes 1d3 nonlethal piercing damage.

As a standard action, you can cause blinding sand to further scour a creature within the storm, further deadening their senses. That creature takes additional damage equal to the base effect of this veil plus your veilweaving modifier, and must make a Reflex save or have their perceptions further reduced by the storm. If they fail, the penalty to Perception checks imposed by the storm is doubled against them and they are treated as flat-footed against all creatures more than 5 feet away from them until the end of your next turn.

Essence: Each point of essence invested beyond the first increases the damage of the storm by 1d3, and the penalty to Perception checks worsens by -2.

Chakra Bind (Storm): [S9] Binding this veil to your Storm chakra causes it to surge with deadly power. The effects of this storm now deal lethal piercing damage. In addition, as a full-round action you can cause the storm to surge and affect every creature within its area with the storm’s standard action effect.

The Sirocco [Reworked]

Descriptors: Air, Fire

Class: Stormbound

Slot: Storm

Saving Throw: Fortitude (see text)

A sweltering heat and burning wind cause the air surrounding you to shimmer and distort.

When you have at least 1 point of essence invested in this veil the area of your Storm is filled with blistering heat. At the end of your turn, each creature within the area takes 1d3 nonlethal fire damage. This damage is caused partially by dehydration; creatures with the (water) or (aquatic) subtypes suffer 50% more damage from this effect, and creatures damaged by this effect cannot recover this damage through non-magical effects until they get water.

As a standard action, you can cause the sweltering heat to build around a single creature, further dehydrating them. That creature takes additional damage equal to the base effect of this veil plus your veilweaving modifier, and must make a Fortitude save or become sickened until they are cured of the damage dealt by this storm.

Essence: Each point of essence invested beyond the first increases the fire damage dealt by the storm by 1d3.

Chakra Bind (Storm): [S9] Binding this veil to your Storm chakra causes it to surge with deadly power. The effects of this storm now deal lethal fire damage. In addition, as a full-round action you can cause the sweltering heat to grow to an unbearable level and affect every creature within its area with the storm’s standard action effect.

Storm Veil Errata

The following is official errata to a number of Storm veils I have printed since December 2020 with Studio M—. These updated Storm veils will be reprinted in The Tome of Storms, and will be updated in their respective monthly compilations as well.

The Permafrost

Descriptors: Cold

Class: Stormbound

Slot: Storm

Saving Throw: Reflex (see text)

The air surrounding you chills noticeably, your breath fogging and your skin collecting a thin layer of frost.

Shaping this veil allows you to accumulate the water in the air into shards of ice which can be directed into a storm of ice and snow. As a standard action, you conjure a rain of icy shards in a 5ft radius cylinder within the Storm’s area. This cylinder reaches to the top of the Storm. Creatures within this cylinder take 1d6 cold damage. A Reflex saving throw halves this damage. This cylinder coats surfaces within its area with slick ice for 1 round + 1 round per point of essence in this veil, making it particularly difficult for creatures to move in the area. Creatures moving within this area must make an Acrobatics check with a DC equal to the veil’s saving throw DC + 5 to move. Failure means they can’t move that round and lose the remainder of their movement, and failure by 5 or more means they also fall prone. By treating each space as if it were 10 feet of movement, they reduce this DC by 5. If they run or charge through the area, the DC is instead increased by 10. Creatures can freely 5-foot step within this area without making an Acrobatics check, as can creatures who crawl while prone.

Essence: For every odd point of essence invested in this veil, the rain of icy shards deals an additional 1d6 cold damage. For every even point of essence invested, it deals an additional 1d6 piercing damage. For every two points of essence invested in this veil the radius of the cylinder created by this veil increases by 5 feet.

Chakra Bind (Storm): Binding this veil to your Storm chakra infuses it with the lingering powers of winter, allowing the icy ground it produces to freeze targets. A creature dealt damage by the rain of icy shards, or who ends their turn within the area of icy ground, must make a Reflex saving throw or become entangled until they leave the icy ground, or for 1 round if they are not on icy ground (such as a creature who was flying while struck by the rain of icy shards). If a creature who is already entangled by the icy shards fails another saving throw against this ability, they become entangled and all of their forms of movement speed are reduced to 5 feet. A third failed saving throw causes them to become staggered until they leave the icy ground. If they fail a fourth time, they become frozen as the icy prison spell with a caster level equal to your veilweaving level. A single creature can only be affected by this ability once each round, even if affected by multiple icy shards or from multiple creatures shaping this veil.

The Putrefaction

Descriptors: Disease

Class: Stormbound

Slot: Storm

Saving Throw: Fortitude half

Flecks of rot and decaying plants drift upon a faint breeze within the area of your storm, gathering at your call to bring blight upon your foes.

As a standard action, you can cause a burst of decay to envelope a single creature within the area of your storm. That creature must make a Fortitude saving throw. If they fail, they suffer 1d6 points of damage, and suffer a -1 penalty to their Strength score (to a minimum of 1). A creature who succeeds on this saving throw takes half damage and doesn’t suffer a Strength penalty. This Strength penalty doesn’t stack with itself. The damage from this ability is due to a rapid putrefaction of flesh, bypassing all damage reduction and resistances, but a creature immune to disease is immune to this effect. If they receive a bonus on saving throws against disease, they gain those bonuses on saving throws against this veil.

Corporeal undead are not immune to this effect, bypassing their normal immunity to Fortitude saving throws or disease. They take twice as much damage from this veil, but if they are immune to disease they don’t suffer the Strength penalty on a failed saving throw. If another effect would allow you to ignore their immunity to disease they suffer the Strength penalty.

The Strength penalty from this veil persists for as long as the creature remains in the storm. Each turn the creature ends outside of the area of the storm the penalty is reduced by 1.

Essence: For each point of essence invested in this veil creatures take an additional 1d6 points of damage, and suffer an additional -1 penalty to their Strength.

Chakra Bind (Storm): Binding this veil to your Storm chakra causes the rot and decay of the storm to infest objects and creatures within the storm’s area. As a full-round action you can cause the pervasive rot to infest every creature within the storm’s area. Each creature must make a Fortitude saving throw against the effects of this veil, but the damage is reduced to 1d3 points of damage + an additional 1d3 per point of essence invested, and the Strength penalty is halved (rounded up, minimum -1 penalty). This ability affects corporeal undead, as the base effects of this storm.

The Quelling

Descriptors: Mind-affecting

Class: Stormbound

Slot: Storm

Saving Throw: Will (see text)

The gloom of winter is said to permeate the mind itself, encouraging sleep and inaction. In places where the barriers between the realm of shadows and the prime are thin, Quellings can brew. These storms seem to drain light itself, and with that loss so too goes the will to survive.

Shaping this veil causes the sky above your storm to shimmer with an eerie aurora that twists and diminishes the light it touches.

When at least 1 point of essence is invested in this veil, the aurora grows in size and power, lowering the light level within the storm’s area by 1 step (to a minimum of darkness). Any creature who ends their turn within the area of the storm begins to feel ennui, lethargy, depression, and eventually an unwillingness to act. Affected creatures suffer a -1 penalty to their Will saving throws against mind-affecting effects, fear effects, and emotion effects for as long as they remain within the storm, and then for one round thereafter.

As a standard action, you cause this aurora to descend from the storm to envelop a single creature with its eerie darkness; that creature must make a Will saving throw or become fatigued until they leave the storm, and then for one round thereafter.

Essence: Investing essence in this veil causes the feelings of boredom and ennui worsen, as does the dulling of their will. For each odd point of essence invested in this veil, you may select an additional creature to affect with this veil’s standard action ability. For every even point invested, the penalty to Will saving throws imposed by this veil worsens by -1.

When at least 3 points of essence are invested in this veil, when a fatigued creature fails their Will save against this veil they instead become exhausted for the duration of the effect.

When at least 6 points of essence are invested in this veil, an exhausted creature who fails their Will saving throw against the storm is also staggered for the duration of the effect.

When at least 9 points of essence are invested in this veil, an exhausted and staggered creature who fails their Will saving throw against the storm falls prone and becomes unwilling to defend themselves or take actions, leaving them helpless for the duration of the effect.

Chakra Bind (Storm): Binding this veil allows you to further focus the quelling powers of the storm’s shadowy aurora upon a single creature, causing it to further the willingness to act at all. When using this veil’s base ability as a standard action, a creature who fails their saving throw also suffers a -1 penalty on attack rolls, saving throws, ability checks, skill checks, and weapon damage rolls for the duration of the effect. This penalty worsens by -1 for every odd point of essence invested in this veil.

The Rime

Descriptors: Cold

Class: Stormbound

Slot: Storm

Saving Throw: None

Within the hells exists a layer of bitter cold utilized by the devils to form their flesh and armor. When the hells begin to encroach upon the mortal realm this Rime can pass between worlds as spiderwebs of creeping frost that spread from the thin cracks between the realities.

Shaping this veil causes a thin layer of web-like frost to creep and grow along creatures and objects within the storm’s area.

When at least 1 point of essence is invested in this veil, the frost produced by the storm begins to grow thick and painfully cold. Whenever a creature ends their turn within the storm, they take 2 points of nonlethal cold damage and gain 2 temporary hit points. These temporary hit points stack with themselves, to a maximum of twice the number of temporary hit points granted by the veil this turn. Unlike normal temporary hit points, cold damage ignores these temporary hit points when dealing damage to the affected creature. If a creature reduces the damage dealt by this veil, or is immune to cold damage, they still benefit from the temporary hit points granted by this veil.

As a standard action, you can deal 4 nonlethal cold damage per point of essence invested in this veil to a single creature within the storm, and grant them 4 temporary hit points. These temporary hit points function as above, do not stack with themselves, but do stack with the temporary hit points granted by the effects of this veil.

If a creature leaves the area of the storm, or if the storm is no longer invested with essence, temporary hit points granted by this veil are lost at a rate of 1 per minute as the ice thaws.

Essence: For each point of essence invested beyond the first, affected creatures take an additional 2 points of damage and gain an additional 2 temporary hit points.

Chakra Bind (Storm): Binding this veil causes the cold of the rime to grow deadly and allows you to call upon the storm to form plating of ice around every creature in the storm. The effects of this storm now deal lethal cold damage. In addition, as a full-round action you can cause the storm to surge and affect every creature within its area with the storm’s standard action effect.

Confluence Feat Reworks and Errata

The following [Confluence] feats needed to be reworked or erratad to function properly with the reworked or erratad veils.

Burning Ash [Confluence]

Ash and flames mix in the sky above your storm, raining poisonous flaming death upon your foes.

Prerequisite: Ability to shape two or more Storm veils, ability to shape The Conflagration and The Devastation Storm veils.

Benefit: When you have both The Conflagration and The Devastation Storm veils shaped, their abilities combine to form a storm of toxic, flaming ash. When a creature is struck by the conflagration, or caught in one of its explosions, they must make a Fortitude saving throw or take a -2 penalty to their Constitution score, plus an additional -2 penalty per 3 essence invested in The Devestation. This penalty cannot reduce a creature’s Constitution to 0. This is a poison effect.

The Devastation deals an additional 1d3 nonlethal fire damage, plus 1d3 per 3 essence invested in The Conflagration. If the Devastation is bound to your Storm chakra, this is lethal fire damage instead.

Crystal Torrent [Confluence]

Wind begins to swirl, pulling crystalline shards from the air into cyclones of whirling, frigid death.

Prerequisite: Ability to shape two or more Storm veils, ability to shape The Crystalline and The Cyclone Storm veils.

Benefit: When at least 3 points of essence are invested in both The Crystalline and The Cyclone, the storms merge in effect, carrying shards of dangerous crystal ice along with the cyclones. If a cyclone you have created enters one of your crystal pillars, or if you create a crystal pillar on top of one of your cyclones, the pillar is picked up by the cyclone, causing it to swirl with deadly ice, destroying the pillar. A cyclone can only pick up a single crystal pillar. Until the end of your next turn, you gain a +1 bonus to your CMB when making bull rushes using that cyclone, plus an additional +1 per 3 essence invested in The Crystalline, and the first creature bull rushed by the affected cyclone is affected as if it  triggered the crystal pillar, with a +1 increase to its saving throw DC per 3 points of essence invested in The Cyclone.

Winds of Flame [Confluence]

You have gained total mastery over the forces of wind and heat, your Storm laying destruction upon the world around you.

Prerequisite: Ability to shape two or more Storm veils, ability to shape The Cyclone and The Sirocco Storm veils.

Benefit: When you have both The Cyclone and The Sirocco Storm veils shaped, your storm becomes a cyclonic whirlwind of heat and fury. When a creature is successfully bull rushed by The Cyclone the creature takes an additional 1d6 fire damage and is pushed an additional 5 feet per 3 essence invested in The Sirocco. The fire damage dealt by the cyclone is also dealt to any flammable objects and terrain the cyclone passes over, potentially causing particularly flammable objects to catch fire.

The DC of the Sirocco’s saving throw is increased by 1 per 3 essence invested in the cyclone. In addition, if a creature fails this saving throw it takes an additional 1d6 points of bludgeoning damage, and is pushed 5 feet in a direction of your choice per 3 essence invested in the cyclone.

Comments

No comments found for this post.