Foundationist Soulmelds: Air
These are melds that will have -1 essentia capacity for an Earth Foundationist, but benefit from Expanded Element Capacity for an Air Foundationist. Several are new; these new melds (marked by asterisks *) have only shorthand descriptions so far but eventually will get full writeups like those in MoI. Melds here which are not new, but come from MoI, have only their basic effect and Pattern Chakra bind effect listed below, to avoid potential copyright issues.
It's worth noting that in this list, and the other three lists I'll be posting after this, a few new Soulmelds were intended to be added to the class lists of other Incarnum classes- and where this occurs, the notation (Shared: X) is given after the meld's basic effect line to show that class X should also have it.
It's also worth noting that three of the new Soulmelds were created specifically to be similar to Incarnate Avatar and Incarnate Weapon, in that they have different effects for each element; for ease of use I'm copying only the section relevant to each element in the lists I'm posting today. Thus, where these three (Elemental Avatar, Elemental Channel, and Elemental Chasuble) appear below, they only show the Air-element powers.
Airstep Sandals: MvA fly (10+10E) feet/round with Good maneuverability (must end round supported, or fall).
Pattern: Fly speed (10+10E) feet (Good).
*Crackling Chains*: StdA ranged touch within 30 feet deals (1+E)d6 Electricity.
Arms: +(2+2E) CMB and CMD for Disarm, Grapple, and Trip.
Throat: Target of the ranged touch must make Fort save or be Deafened for (E)d4 hours.
Pattern: StdA Line of Electricity (10E) feet long, (2E-1)d6 damage (Reflex half), usable (3+E) times before (U).
*Elemental Avatar (Air)*: +(E) insight ranged attack rolls.
Soul: Constant Elemental Body IV (you turn into a Huge Air Elemental).
Pattern: Fly 30 feet (Good).
*Elemental Channel (Air)*: Message at will.
Arms: Meld becomes a +(E) Shock Spear. You are proficient. If (E) > 4, meld instead becomes a +(E-2) Shocking Burst Spear.
Hands: StdA Shatter within (5+5E) feet. Maximum (3+E) uses before (U).
Heart: StdA Summon an Elder Air Elemental which lasts for (ML) rounds. Maximum (3+E) uses before (U).
Throat: StdA become Ethereal for up to (ML) rounds (you may rematerialize before it expires with a MvA). Maximum (3+E) uses before (U).
Pattern: StdA, (5E)-foot radius Burst within (20E) feet dealing (2E-1)d6 Electricity damage. Maximum (3+E) uses before (U).
*Elemental Chasuble (Air)*: Considered native on any Inner Plane adjacent to or associated with Air, Resist Electricity (10+5E).
Heart: StdA Gate to any plane matching your element, 1/week (you must pay the normal cost if you use the Calling function).
Pattern: StdA Summon a Small Air Elemental which lasts for (1+E) rounds, maximum (ML) uses before (U).
Fellmist Robe: Concealment (10+5E)% from nonadjacent attackers.
Pattern: FullA Fog Cloud centered such that the edge is adjacent to you, spreading to (5E)-foot radius and (5E) feet high, lasting (5E) rounds. Maximum (ML) uses before (U).
Lightning Gauntlets: StdA melee touch (1+E)d6 Electricity.
Pattern: MvA ranged touch within 60 feet deals (E)d6 Electricity. Maximum (ML) uses before (U).
Pegasus Cloak: Feather Fall at will, +(2+2E) enhancement Acrobatics.
Pattern: SwfA gain a +(10+5E) enhancement bonus on Acrobatics checks made to attempt high jumps or long jumps for 1 round. Max (ML×5) rounds before (U).
*Smoke Skirt*: +(4+2E) on Disguise and Stealth checks.
Heart: StdA Gaseous Form, up to (20+2E) minutes/day.
Waist: StdA Pyrotechnics (smoke only) at will.
Pattern: Constant Pass Without Trace.
*Thundercloud Shirt*: Resist Electricity (10+5E).
Arms: StdA 15-foot Cone of Sonic, (1+E)d4 damage (Reflex half), every 1d4 rounds.
Waist: Resist Sonic (5E).
Pattern: StdA (E)d6 Electricity damage to all adjacent creatures (Reflex half).
Thunderstep Boots: +(1+E)d4 Sonic damage on melee attack at end of a Charge.
Pattern: StdA (E)d4 Sonic damage to all adjacent creatures (Reflex half).
*Tornado Crown*: +(4+2E) competence on Fly checks.
Crown: You count as one size category larger for the effects of high wind.
Waist: You are immune to the effects of high wind.
Pattern: StdA Control Winds in a (20E)-foot radius centered within (20E) feet, lasting (E) minutes and then (U). Maximum wind strength is determined by (E): 1 point allows Strong winds, 2 allows Severe, 3 allows Windstorm, 4 allows Hurricane, 5 or more allows Tornado.
*Voidmask*: +(4+2E) on Perception and Stealth. (Shared: Incarnate)
Brow: Darkvision (30+30E) feet.
Throat: Sustains you without breathing or air. You are immune to inhaled afflictions.
Pattern: FullA Scrying for 1 round, and you take 1d6 unblockable damage. If you take another FullA to scry in the next round, then it continues the scrying begun this way rather than beginning a new effect. Max (ML×5) rounds before (U).
Wind Cloak: DR (2+2E)/Magic vs. ranged weapons.
Pattern: StdA Gust of Wind to a range of (30+10E) feet. Maximum (3+E) uses before (U).
These are melds that will have -1 essentia capacity for an Earth Foundationist, but benefit from Expanded Element Capacity for an Air Foundationist. Several are new; these new melds (marked by asterisks *) have only shorthand descriptions so far but eventually will get full writeups like those in MoI. Melds here which are not new, but come from MoI, have only their basic effect and Pattern Chakra bind effect listed below, to avoid potential copyright issues.
It's worth noting that in this list, and the other three lists I'll be posting after this, a few new Soulmelds were intended to be added to the class lists of other Incarnum classes- and where this occurs, the notation (Shared: X) is given after the meld's basic effect line to show that class X should also have it.
It's also worth noting that three of the new Soulmelds were created specifically to be similar to Incarnate Avatar and Incarnate Weapon, in that they have different effects for each element; for ease of use I'm copying only the section relevant to each element in the lists I'm posting today. Thus, where these three (Elemental Avatar, Elemental Channel, and Elemental Chasuble) appear below, they only show the Air-element powers.
Airstep Sandals: MvA fly (10+10E) feet/round with Good maneuverability (must end round supported, or fall).
Pattern: Fly speed (10+10E) feet (Good).
*Crackling Chains*: StdA ranged touch within 30 feet deals (1+E)d6 Electricity.
Arms: +(2+2E) CMB and CMD for Disarm, Grapple, and Trip.
Throat: Target of the ranged touch must make Fort save or be Deafened for (E)d4 hours.
Pattern: StdA Line of Electricity (10E) feet long, (2E-1)d6 damage (Reflex half), usable (3+E) times before (U).
*Elemental Avatar (Air)*: +(E) insight ranged attack rolls.
Soul: Constant Elemental Body IV (you turn into a Huge Air Elemental).
Pattern: Fly 30 feet (Good).
*Elemental Channel (Air)*: Message at will.
Arms: Meld becomes a +(E) Shock Spear. You are proficient. If (E) > 4, meld instead becomes a +(E-2) Shocking Burst Spear.
Hands: StdA Shatter within (5+5E) feet. Maximum (3+E) uses before (U).
Heart: StdA Summon an Elder Air Elemental which lasts for (ML) rounds. Maximum (3+E) uses before (U).
Throat: StdA become Ethereal for up to (ML) rounds (you may rematerialize before it expires with a MvA). Maximum (3+E) uses before (U).
Pattern: StdA, (5E)-foot radius Burst within (20E) feet dealing (2E-1)d6 Electricity damage. Maximum (3+E) uses before (U).
*Elemental Chasuble (Air)*: Considered native on any Inner Plane adjacent to or associated with Air, Resist Electricity (10+5E).
Heart: StdA Gate to any plane matching your element, 1/week (you must pay the normal cost if you use the Calling function).
Pattern: StdA Summon a Small Air Elemental which lasts for (1+E) rounds, maximum (ML) uses before (U).
Fellmist Robe: Concealment (10+5E)% from nonadjacent attackers.
Pattern: FullA Fog Cloud centered such that the edge is adjacent to you, spreading to (5E)-foot radius and (5E) feet high, lasting (5E) rounds. Maximum (ML) uses before (U).
Lightning Gauntlets: StdA melee touch (1+E)d6 Electricity.
Pattern: MvA ranged touch within 60 feet deals (E)d6 Electricity. Maximum (ML) uses before (U).
Pegasus Cloak: Feather Fall at will, +(2+2E) enhancement Acrobatics.
Pattern: SwfA gain a +(10+5E) enhancement bonus on Acrobatics checks made to attempt high jumps or long jumps for 1 round. Max (ML×5) rounds before (U).
*Smoke Skirt*: +(4+2E) on Disguise and Stealth checks.
Heart: StdA Gaseous Form, up to (20+2E) minutes/day.
Waist: StdA Pyrotechnics (smoke only) at will.
Pattern: Constant Pass Without Trace.
*Thundercloud Shirt*: Resist Electricity (10+5E).
Arms: StdA 15-foot Cone of Sonic, (1+E)d4 damage (Reflex half), every 1d4 rounds.
Waist: Resist Sonic (5E).
Pattern: StdA (E)d6 Electricity damage to all adjacent creatures (Reflex half).
Thunderstep Boots: +(1+E)d4 Sonic damage on melee attack at end of a Charge.
Pattern: StdA (E)d4 Sonic damage to all adjacent creatures (Reflex half).
*Tornado Crown*: +(4+2E) competence on Fly checks.
Crown: You count as one size category larger for the effects of high wind.
Waist: You are immune to the effects of high wind.
Pattern: StdA Control Winds in a (20E)-foot radius centered within (20E) feet, lasting (E) minutes and then (U). Maximum wind strength is determined by (E): 1 point allows Strong winds, 2 allows Severe, 3 allows Windstorm, 4 allows Hurricane, 5 or more allows Tornado.
*Voidmask*: +(4+2E) on Perception and Stealth. (Shared: Incarnate)
Brow: Darkvision (30+30E) feet.
Throat: Sustains you without breathing or air. You are immune to inhaled afflictions.
Pattern: FullA Scrying for 1 round, and you take 1d6 unblockable damage. If you take another FullA to scry in the next round, then it continues the scrying begun this way rather than beginning a new effect. Max (ML×5) rounds before (U).
Wind Cloak: DR (2+2E)/Magic vs. ranged weapons.
Pattern: StdA Gust of Wind to a range of (30+10E) feet. Maximum (3+E) uses before (U).