Fire Foundationist Soulmelds (Full Descriptions) (plus one non-Incarnum spell)
Not including Power of the Efreeti, since that was posted with the Ultimate Campaign soulmelds back in post #82.
[h=3]Burning Greaves[/h] [TABLE="width: 100%"] [TR] [TD]
[/TD] [TD] Descriptors: None
Classes: Foundationist (Fire), Soulborn
Chakra: Feet, Soul (Pattern)
Saving Throw: None
Fiery incarnum molds itself at your direction into a pair of elegant, unadorned greaves made of orange metal. The greaves are warm to the touch, and occasionally emit puffs of smoke as though burning, though they do no harm to you or anything you are wearing. As you move, a trail of orange light lingers briefly in midair behind you, as though the Greaves are burning a trail through the universe while riding around on your legs.
Creatures from the Elemental Plane of Fire tend to move fast, speak fast, and think fast, and it is this trait of the element of Fire that you partake in when you shape this soulmeld. By carefully filtering the soul energy you use to make the incarnum while you make it, you make a soulmeld focused entirely upon the task of allowing you to move and act faster than normally possible.
The Burning Greaves grant you a +5 feet bonus to your base land speed, and to your base Swim speed if you have a natural Swim speed.
Essentia: Every point of essentia you invest in the Burning Greaves increase the speed bonus (for both modes of movement, if applicable) by +5 feet.[/TD] [/TR] [/TABLE] [h=4]Chakra Bind (Feet)[/h] [TABLE="width: 100%"] [TR] [TD]
[/TD] [TD] The Greaves tighten and clamp shut around your ankles and lower legs, filling your lower body with their tingling energy.
When the Burning Greaves are bound to your Feet Chakra, the bonuses they grant to your movement are doubled: you gain +10 feet to your base ground speed and your Swim speed (if applicable), plus 10 feet per point of essentia invested in the soulmeld.[/TD] [/TR] [/TABLE] [h=4]Chakra Bind (Soul)[/h] [TABLE="width: 100%"] [TR] [TD]
[/TD] [TD] The Greaves clamp shut on your feet and lower legs, and then grow and extend upward so as to form new pieces covering your upper legs, waist, and even your torso; the tingling power of fiery speed burns through you with its eagerness to be released and used.
With the Burning Greaves bound to your Soul Chakra, you can use Time Stop as a spell-like ability, once per week, as a standard action.[/TD] [/TR] [/TABLE] [h=4]Chakra Bind (Pattern)[/h] [TABLE="width: 100%"] [TR] [TD]
[/TD] [TD] When you bind the Greaves to your Pattern, they actually merge into your body, leaving a metallic-orange glow coming from beneath the skin of your lower legs as the only outward sign of their presence. Nonetheless, you feel their power burning within you.
When Burning Greaves are bound to your Pattern Chakra, you can supercharge your body with the speed-granting power of the soulmeld, at the cost of both damaging the soulmeld and yourself. As a swift action at the end of your turn, you can gain and take another move action. Triggering this ability deals 2d6 points of damage to you, plus 1d6 points for every point of essentia invested in the soulmeld; no form of energy resistance or damage reduction can prevent this damage.
You can use this ability up to three times, plus one time per point of essentia invested in the Greaves, at which point the soulmeld unshapes. If you change the amount of essentia invested in the soulmeld, the number of remaining uses is changed along with it, so that (for example) if you have already gained the extra action 4 times and you then reduce your essentia investment in the Burning Greaves to 1 point or 0 points, then the Greaves immediately unshape.[/TD] [/TR] [/TABLE] [h=3]Diadem of Purelight[/h] [h=4]Chakra Bind (Pattern)[/h] [TABLE="width: 100%"] [TR] [TD]
[/TD] [TD] The light of the souls merges with your head and body, showing no outward sign of their presence aside from turning your pupils white (although the glow remains, no emitted apparently by your body directly rather than a separate object).
With the Diadem of Purelight bound to your Pattern Chakra, you can release bursts of positive energy strong enough to scare any Undead near you. You gain the ability to Turn Undead, exactly as though you had the feat; your effective Cleric level for the purpose of using Turn Undead equals the meldshaper level of this soulmeld. Also, the save DC is based on your CON modifier rather than your CHA modifier, but otherwise the rules for the normal Turn Undead feat apply.
You can use this ability up to three times, plus one time per point of essentia invested in the Diadem, at which point the soulmeld unshapes. If you change the amount of essentia invested in the soulmeld, the number of remaining uses is changed along with it, so that (for example) if you have already Turned Undead 4 times and you then reduce your essentia investment in the Diadem to 1 point or 0 points, then the it immediately unshapes.[/TD] [/TR] [/TABLE] [h=3]Elemental Avatar[/h] [TABLE="width: 100%"] [TR] [TD]
[/TD] [TD] Descriptors: Fire
Classes: Foundationist (Fire)
Chakra: Soul (Pattern)
Saving Throw: None
The raw elemental incarnum flows together into a second body encasing your own, a large image of the elemental type you pulled the incarnum from. Its translucent form is superimposed over your own body, clothing, and armor, and it moves with you, copying your every movement (even facial expressions) in perfect synchronization.
Pulling together incarnum drawn from the most basic and primitive inhabitants of the Elemental Planes, the Elementals themselves, you shape a second body to cover your own which in all particulars resembles an elemental of the type matching the soulmeld's element descriptor. For example, if you shape an Elemental Avatar (Fire), the avatar resembles a Fire Elemental. Foundationist characters cannot shape this soulmeld with any elemental descriptor other than the one matching their own Elemental Affinity (chosen at 1st level).
Unlike most soulmelds, an Elemental Avatar (regardless of descriptor) does not provide you with any benefit unless you bind it to a chakra or invest essentia into it.
Essentia: Every point of essentia you invest in the Elemental Avatar grants you a bonus based upon the elemental descriptor of the soulmeld:
Fire: +2 insight bonus on melee damage rolls.[/TD] [/TR] [/TABLE] [h=4]Chakra Bind (Soul)[/h] [TABLE="width: 100%"] [TR] [TD]
[/TD] [TD] The avatar contracts, and your body expands, pulling the power into your being and merging with it to give you a new body.
While the Elemental Avatar is bound to your Soul Chakra, you literally become a Huge Elemental of the type matching the soulmeld's descriptor, as if using Elemental Body IV (except this ability is constant, and has no maximum duration).[/TD] [/TR] [/TABLE] [h=4]Chakra Bind (Pattern)[/h] [TABLE="width: 100%"] [TR] [TD]
[/TD] [TD] The avatar contracts about you, merging with your own body and granting you the ability to move like the elemental it resembles.
When bound to your Pattern Chakra, the Elemental Avatar grants you a movement type based upon the elemental descriptor of the soulmeld:
Fire: You gain a +30 feet enhancement bonus to your ground speed.[/TD] [/TR] [/TABLE]
[h=3]Elemental Channel[/h] [TABLE="width: 100%"] [TR] [TD]
[/TD] [TD] Descriptors: Fire
Classes: Foundationist (Fire)
Chakra: Arms, Hands, Heart, Throat (Pattern)
Saving Throw: See text
The raw elemental incarnum comes when you call it, and without any real direction it assumes the form of a small tube of brightly-colored energy, through which you can tap still more power from the Elemental Plane it connects to.
Elemental Channel grants you the ability to use a 0-level spell (depending on its elemental descriptor) as a spell-like ability, using the soulmeld's meldshaper level as the caster level, at will:
Fire: Dancing Lights at will.
Unlike most soulmelds, an Elemental Channel (regardless of descriptor) does not provide you with any benefit for invested essentia unless you bind it to a chakra.[/TD] [/TR] [/TABLE] [h=4]Chakra Bind (Arms)[/h] [TABLE="width: 100%"] [TR] [TD]
[/TD] [TD] One end of the tube of elemental power seals, lengthens, and morphs into a new shape- a melee weapon for you to use, which contains the raw power of its element to deal extra harm to your foes when you strike them with it.
You shape elemental incarnum into a melee weapon (sized normally for you) that contains the raw power of the energy type matching the elemental descriptor of the soulmeld.
An Elemental Channel bound to your Arms Chakra has a form depending on its elemental descriptor: Fire is a longsword of flame (and has the Flaming special ability). You are considered proficient with the weapon, whether or not you are proficient with normal weapons of the same type; feats which apply to specific weapons or weapon groups (such as Weapon Focus) apply normally to the Elemental Channel in this form.
Each point of essentia you invest in the Elemental Channel weapon grants the weapon an enhancement bonus of +1, up until you invest 5 or more essentia into the soulmeld. When you invest 5 or more essentia into the Elemental Channel, it loses two points of enhancement bonus (so the total bonus equals the number of points of invested essentia minus 2), but gains the "bursting" version of its special ability in place of the original special ability. Flaming changes to Flaming Burst. For example, when you use an Elemental Channel (Fire), investing 4 points of essentia in the soulmeld makes it a +4 Flaming Longsword, but investing 5 points of essentia makes it a +3 Flaming Burst Longsword instead.
The Elemental Channel in weapon form cannot be Sundered or otherwise destroyed, except by effects that unshape soulmelds. If the weapon leaves your hand for any reason, it returns to your grasp at the beginning of your next turn. If that is impossible for some reason, it falls at your feet (and in any case, attempts to return again on your next turn). Any other creature attempting to wield the weapon treats it as a mundane weapon of its type with no special abilities, however exotic in appearance it may be.[/TD] [/TR] [/TABLE] [h=4]Chakra Bind (Hands)[/h] [TABLE="width: 100%"] [TR] [TD]
[/TD] [TD] The tube lengthens and wraps itself around your body, snaking its ends along your arms to finish with each end in one of your hands.
An Elemental Channel bound to your Hands Chakra grants you a new spell-like ability (depending on its elemental descriptor), using the soulmeld's meldshaper level as the caster level, which uses more elemental energy to accomplish than the 0-level spell it normally grants:
Fire: As a standard action, you can Heat Metal on one target (or one 5-foot square, if you wish to affect metal not held by a creature) within 5 feet, plus 5 feet per point of essentia invested in the soulmeld.
You can use this ability up to three times, plus one time per point of essentia invested in the Channel, at which point the soulmeld unshapes. If you change the amount of essentia invested in the soulmeld, the number of remaining uses is changed along with it, so that (for example) if your Elemental Channel has the Fire descriptor, and you have already used the Heat Metal 4 times, then if you reduce your essentia investment in the soulmeld to 1 point or 0 points, it immediately unshapes.[/TD] [/TR] [/TABLE] [h=4]Chakra Bind (Heart)[/h] [TABLE="width: 100%"] [TR] [TD]
[/TD] [TD] The tube widens immensely, while its length shrinks until nearly vanishing, attaching itself to your chest and forming a large circle of energy upon it.
With the Elemental Channel bound to your Heart Chakra, you can use it to Summon actual Elementals from the plane matching its elemental descriptor. As a standard action, you Summon an Elder Elemental of the same type as your soulmeld (for example, an Elemental Channel (Fire) will summon an Elder Fire Elemental), as if by the spell Summon Monster VIII. The elemental remains on your plane, acting as you direct, for 1 round per meldshaper level of the soulmeld.
You can use this ability up to three times, plus one time per point of essentia invested in the Channel, at which point the soulmeld unshapes. If you change the amount of essentia invested in the soulmeld, the number of remaining uses is changed along with it, so that (for example) if you have already summoned the elemental 4 times and you then reduce your essentia investment in the Elemental Channel to 1 point or 0 points, then the Channel immediately unshapes.[/TD] [/TR] [/TABLE] [h=4]Chakra Bind (Throat)[/h] [TABLE="width: 100%"] [TR] [TD]
[/TD] [TD] The tube embeds itself in your throat and neck, leaving part of itself exposed like a weird sort of pendant (without a necklace or chain to hold it there), but releasing its energy into you rather than directly into the world around you.
When the Elemental Channel is bound to your Throat Chakra, it releases most of its energy into you rather than the outside world, but you can release this energy out of your body to gain a useful ability. The specific ability granted by release of this elemental energy depends upon the soulmeld's elemental descriptor:
Fire: As a standard action, you can produce a Prismatic Spray, except that the range is not a static 60 feet but rather depends upon the amount of essentia invested in the soulmeld. The range equals 10 feet, plus 5 feet per point of invested essentia.
You can use this ability up to three times, plus one time per point of essentia invested in the Channel, at which point the soulmeld unshapes. If you change the amount of essentia invested in the soulmeld, the number of remaining uses is changed along with it, so that (for example) if your Elemental Channel has the Fire descriptor, and you have already used Prismatic Spray 4 times, then if you reduce your essentia investment in the soulmeld to 1 point or 0 points, it immediately unshapes.[/TD] [/TR] [/TABLE] [h=4]Chakra Bind (Pattern)[/h] [TABLE="width: 100%"] [TR] [TD]
[/TD] [TD] The tube widens and lengthens, largely merging with your body and leaving only its ends sticking out from the palms of your hands. You feel the elemental energy surging through you, eager for an explosive release.
An Elemental Channel bound to your Pattern Chakra can release explosive bursts of raw elemental energy, if you have any essentia invested in the soulmeld. As long as you have at least 1 point of essentia invested in the soulmeld, you can create a Burst of energy centered on any point within 20 feet per point of invested essentia, as a standard action. The radius of this burst of energy is equal to 5 feet per point of invested essentia, and its specific energy type depends upon the elemental descriptor of the Elemental Channel: Fire produces Fire. Regardless of the specific energy type, the burst deals 1d6 points of damage (plus 2d6 per point of essentia above the first invested in the soulmeld) to all within it. A Reflex save applies for half damage.
For example, if you are using an Elemental Channel (Fire), and have 1 point of essentia invested in it, then you produce a burst of Fire within 20 feet, that has a 5-foot radius and deals 1d6 points of Fire damage. If, on the other hand, you have 4 points of essentia invested in the soulmeld, then you instead produce a 20-foot radius burst centered on any point within 80 feet, dealing 7d6 points of Fire damage.
You can use this ability up to three times, plus one time per point of essentia invested in the Channel, at which point the soulmeld unshapes. If you change the amount of essentia invested in the soulmeld, the number of remaining uses is changed along with it, so that (for example) if you have already used the burst 4 times and you then reduce your essentia investment in the Elemental Channel to 1 point or 0 points, then the Channel immediately unshapes.[/TD] [/TR] [/TABLE]
[h=3]Elemental Chasuble[/h] [TABLE="width: 100%"] [TR] [TD]
[/TD] [TD] Descriptors: Fire
Classes: Foundationist (Fire)
Chakra: Heart (Pattern)
Saving Throw: None
The raw elemental incarnum weaves itself under your direction to form an ornate vestment draped over your shoulders, covering any other clothing, armor, or vestments you are wearing. The chasuble is little more than a large circle with a hole in the center for your head, but incarnum is woven like glowing, brightly-colored thread into intricate patterns down its front.
The Elemental Chasuble binds the material of an Elemental Plane to the garment and infuses it with power.
When you wear the Chasuble, you are considered a native on any plane with an elemental trait matching the soulmeld's elemental descriptor (and gain the Extraplanar subtype while on the Material Plane). While on any such plane, you ignore the effect of any elemental traits of the plane- even traits not directly matching your Chasuble's descriptor. Foundationist characters cannot shape this soulmeld with any elemental descriptor other than the one matching their own Elemental Affinity (chosen at 1st level).
For example, if you shape an Elemental Chasuble (Fire), you would be considered native on the Elemental Plane of Fire, the Elemental Plane of Smoke, the Elemental Plane of Magma, the Elemental Plane of Radiance, and the Elemental Plane of Ash.
The Elemental Chasuble also grants you Resistance to a specific energy type, based on its elemental descriptor. Fire grants Resist Fire 10.
Essentia: Every point of essentia you invest in the Elemental Chasuble increases the energy resistance granted by the soulmeld by 5 points:[/TD] [/TR] [/TABLE] [h=4]Chakra Bind (Heart)[/h] [TABLE="width: 100%"] [TR] [TD]
[/TD] [TD] The threads of elemental incarnum woven throughout the Chasuble change, forming runes of power designed to form conduits between you and the planes matching the Chasuble's element.
Once per week, an Elemental Chasuble bound to your Heart Chakra allows you to open a Gate (with caster level equal to the soulmeld's meldshaper level) to any plane matching the soulmeld's elemental descriptor. You must have and spend the material component in order to use the Calling function of this Gate.[/TD] [/TR] [/TABLE] [h=4]Chakra Bind (Pattern)[/h] [TABLE="width: 100%"] [TR] [TD]
[/TD] [TD] The threads of elemental incarnum woven throughout the Chasuble change, forming runes of power designed to summon inhabitants of the plane matching the Chasuble's element.
An Elemental Chasuble bound to your Pattern Chakra allows you to Summon actual elementals to do your bidding. As a standard action, you can Summon a Small Elemental of a type matching the elemental descriptor of your Elemental Chasuble (for example, an Elemental Chasuble (Fire) Summons a Small Fire Elemental). This works essentially as if you had used the spell Summon Monster II, except the duration is only 1 round (plus 1 round per point of essentia you have invested in the Chasuble).
You can use this ability up to one time per meldshaper level of the Chasuble, at which point the soulmeld unshapes.[/TD] [/TR] [/TABLE] [h=3]Flame Cincture[/h] [h=4]Chakra Bind (Pattern)[/h] [TABLE="width: 100%"] [TR] [TD]
[/TD] [TD] Energy attacks are not simply absorbed and dispersed by the belt, but are instead bound within it, waiting for release.
When bound to your Pattern Chakra, the Flame Cincture allows you to release the fire stored within. Whenever the soulmeld prevents damage, the energy remains latent within the cord for 1 round. On your next turn, you can release the stored energy as a swift action against any adjacent target; the energy deals Fire damage equal to the amount of damage prevented by the Flame Cincture in the previous round. A Reflex save applies for half damage.[/TD] [/TR] [/TABLE]
[h=3]Flaming Blade[/h] [TABLE="width: 100%"] [TR] [TD]
[/TD] [TD] Descriptors: Fire
Classes: Foundationist (Fire)
Chakra: Arms, Hands (Pattern)
Saving Throw: See text
The souls of Fire Elementals come together at your direction, and focus their burning all at once in the same direction. This has the effect of creating a long tongue of flame like a glowing, insubstantial sword blade, which you can hold and wield in much the same manner as an actual sword.
Souls of the Elemental Plane of Fire, above all else, want to burn. This soulmeld, favored by destructive Foundationists of all races, gives them the opportunity to do just that, directing a flame of pure elemental energy where and when the meldshaper chooses.
As a standard action, you can use the Flaming Blade to make a melee touch attack upon a target. If you hit, the target takes 1d6 points of Fire damage.
Essentia: Every point of essentia you invest in the Flaming Blade increases the damage dealt by 1d6 points.[/TD] [/TR] [/TABLE] [h=4]Chakra Bind (Arms)[/h] [TABLE="width: 100%"] [TR] [TD]
[/TD] [TD] The Blade's grip forms a gauntlet of metallic-looking incarnum which wraps around your hand, including a tube on its back from which the actual flame continues to spurt. You can now not only focus the fire better, you can also aim and direct it more precisely.
When the Flaming Blade is bound to your Arms Chakra, you can point the Blade at a nearby target to shoot bolts of fast-burning fire at it. As a standard action that provokes attacks of opportunity, you can make a ranged touch attack upon a target within 30 feet. If you hit, you deal 1d6 Fire damage to the target, plus 1d6 per point of essentia invested in the soulmeld, and the target must make a Reflex save. If the save fails, the target takes the same damage again at the start of your next turn (this does not require any action from you, just the failed save by the target when you fire the initial bolt).[/TD] [/TR] [/TABLE] [h=4]Chakra Bind (Hands)[/h] [TABLE="width: 100%"] [TR] [TD]
[/TD] [TD] The Blade's grip forms a tube of metallic-looking incarnum in your hand, within which the fiery souls can concentrate their energy and push it farther and faster into the world around them.
With the Flaming Blade bound to your Hands Chakra, you can point the Blade at a nearby target to shoot bolts of fire at it. As a standard action that provokes attacks of opportunity, you can make a ranged touch attack upon a target within 30 feet. On a hit, you deal the same damage to that target that you would with the standard melee touch attack the soulmeld allows (1d6 Fire, plus 1d6 per point of invested essentia).[/TD] [/TR] [/TABLE] [h=4]Chakra Bind (Pattern)[/h] [TABLE="width: 100%"] [TR] [TD]
[/TD] [TD] The flame puffs and spurts every few seconds, sending more sparks into the air around itself and making the Blade appear more chaotic and unstable (though it remains fully intact and functional despite the appearance).
With the Flaming Blade bound to your Pattern Chakra, if you hit a target with the melee touch attack described above, that target must make a Reflex save or the fire stays active, dealing the same damage it dealt in the original attack at the start of your next turn (this damage occurs automatically, and does not require any action from you- just a failure on the Reflex save by the target).[/TD] [/TR] [/TABLE] [h=3]Heart of Fire[/h] [h=4]Chakra Bind (Pattern)[/h] [TABLE="width: 100%"] [TR] [TD]
[/TD] [TD] A red glow suffuses your body, concentrated in your head and throat. Rather than forming a blazing red stone at your waist, the Heart of Fire merges with your flesh, eager for release every time you open your mouth.
With a Heart of Fire bound to your Pattern Chakra, you can breathe out a cone of fire. As a standard action that does not provoke attacks of opportunity, you can breathe out a 15-foot cone of flames that deals 1d4 points of Fire damage (plus 1d4 per point of essentia invested in the soulmeld) to all creatures caught in it. A Reflex save applies for half damage.
You can use this ability up to three times, plus one time per point of essentia invested in the Heart, at which point the soulmeld unshapes. If you change the amount of essentia invested in the soulmeld, the number of remaining uses is changed along with it, so that (for example) if you have already used the cone 4 times and you then reduce your essentia investment in the Heart of Fire to 1 point or 0 points, then the Heart immediately unshapes.[/TD] [/TR] [/TABLE] [h=3]Lava Cloak[/h] [TABLE="width: 100%"] [TR] [TD]
[/TD] [TD] Descriptors: Fire
Classes: Foundationist (Fire)
Chakra: Shoulders, Throat (Pattern)
Saving Throw: None
The incarnum of Magma Elementals and Lava Mephits forms a strange sheet of burning, liquid rock and metal, which is somehow held together and kept burning by your will and the pent-up energy of the souls inside it. This sheet of molten lava drapes over your shoulders and back like an exotic cloak.
While you wear the Lava Cloak, it absorbs some of the heat directed at you to help power itself, blunting the power of fire attacks upon you. You gain Resist Fire 5.
Essentia: The Resist Fire increases by +5 for each point of essentia you invest in this soulmeld.[/TD] [/TR] [/TABLE] [h=4]Chakra Bind (Shoulders)[/h] [TABLE="width: 100%"] [TR] [TD]
[/TD] [TD] Wrapping itself more tightly about your shoulders and back, the Cloak sends up a small swarm of sparks into the air around you, surrounding you with a miniature firestorm every few seconds.
While the Lava Cloak is bound to your Shoulders Chakra, you can use its power to simply destroy spells using Cold energy before they can have any effect at all. Once per round, you can ready an action to counterspell against any opponent, even if you have no actual spellcasting powers yourself.
If the target of your ready counterspell attempts to cast a spell, make a Spellcraft check (DC 15 + the spell's level) as a free action. If the check succeeds, you know the spell the opponent is casting, and if that spell has the Cold descriptor, you can attempt to counter it using only the power of the Lava Cloak rather than an actual spell of your own. This works essentially like casting Dispel Magic as a counterspell, except that you use the Lava Cloak's meldshaper level as your caster level to make the check; the DC is 11 + the spell's level as usual. If the meldshaper level check succeeds, the spell is countered.[/TD] [/TR] [/TABLE] [h=4]Chakra Bind (Throat)[/h] [TABLE="width: 100%"] [TR] [TD]
[/TD] [TD] The Cloak wraps itself around your body more closely, creating a clasp which fastens around your neck to keep it shut.
With the Lava Cloak bound to your Throat Chakra, the ultimate power of the heat within it dampens attacks which seek to harm you with cold. As long as you have any essentia invested in this soulmeld, you gain Resist Cold equal to five times the number of essentia so invested.[/TD] [/TR] [/TABLE] [h=4]Chakra Bind (Pattern)[/h] [TABLE="width: 100%"] [TR] [TD]
[/TD] [TD] Once your Lava Cloak is bound to your Pattern, it sends sparks, pumice, and tiny bits of itself flying into the air around you constantly, like a volcano ready to burst.
A Lava Cloak bound to your Pattern allows you to simply destroy spells using Cold energy with its power, before they can have any effect at all. Whenever an opponent to which you have line of effect casts a spell, make a Spellcraft check (DC 15 + the spell's level) as a free action. If the check succeeds, you know the spell the opponent is casting, and if that spell has the Cold descriptor, you can attempt to counterspell it as an immediate action- using only the power of the Lava Cloak rather than an actual spell of your own.
This works essentially like casting Dispel Magic as a counterspell, except that it takes an immediate action rather than a standard action, and you use the Lava Cloak's meldshaper level as your caster level to make the check. The DC is 11 + the spell's level as usual. If the meldshaper level check succeeds, the spell is countered.
You can use this ability up to three times, plus one time per point of essentia invested in the Cloak, at which point the soulmeld unshapes. If you change the amount of essentia invested in the soulmeld, the number of remaining uses is changed along with it, so that (for example) if you have already made 4 counterspell attempts and you then reduce your essentia investment in the Lava Cloak to 1 point or 0 points, then the Cloak immediately unshapes.[/TD] [/TR] [/TABLE] [h=3]Mantle of Flame[/h] [h=4]Chakra Bind (Pattern)[/h] [TABLE="width: 100%"] [TR] [TD]
[/TD] [TD] The mantle pulls in around you so tightly that it actually merges with your body, leaving only stary wisps of flame occasionally rising from within your flesh to signal its presence within you.
A Mantle of Flame bound to your Pattern Chakra allows you to blast foes with balls of fire from a distance. As long as you have at least 1 point of essentia invested in this soulmeld, then as a move action that does not provoke attacks of opportunity, you can make a ranged touch attack upon one opponent within 60 feet. If the attack hits, then it deals 1d6 points of Fire damage per point of essentia you have invested in the Mantle of Flame. Because this ability requires a move action, you can use it during the same round you make another attack using a standard action (though you will give up the ability to move, even as far as a 5-foot step, if you do, unless you somehow have more than the normal number of actions available to you).
You can use this ability up to one time per meldshaper level of the Mantle, at which point the soulmeld unshapes.[/TD] [/TR] [/TABLE]
[h=3]Phoenix Belt[/h] [h=4]Chakra Bind (Pattern)[/h] [TABLE="width: 100%"] [TR] [TD]
[/TD] [TD] As the Belt binds to your Pattern, the warmth and energy of the phoenix settles into you like a falcon coming home to roost. Now not just the feathers in the belt glow like hot coals; your eyes do as well, and your skin is hot to the touch- giving off heat like a warm hearth. A brief moment of concentration is all it takes to bring out the flame within, making it as real to those around you as it is now to you.
When bound to your Pattern Chakra, the Phoenix Belt lets you release the fire within it as a burst of power erupting from your body. As long as you have at least 1 point of essentia invested in the soulmeld, then as a standard action, you can create a momentary ring of fire that surrounds you. Creatures adjacent to you take 1d6 points of Fire damage per point of essentia invested in the Phoenix Belt. A Reflex save applies for half damage.[/TD] [/TR] [/TABLE] [h=3]Rainbow Bracelets[/h] [TABLE="width: 100%"] [TR] [TD]
[/TD] [TD] Descriptors: Light
Classes: Foundationist (Fire), Soulborn
Chakra: Arma (Pattern)
Saving Throw: See text
Multicolored, constantly-changing incarnum molds into a pair of sturdy bracelets which slip themselves onto your wrists. Their shimmering, constantly-shifting color patterns are almost mesmerising to watch, but the light they put out is more immediately useful to you.
The Rainbow Bracelets glow brightly, illuminating a 30-foot radius with normal light, and increasing an additional 30 feet by one light level, up to normal light (darkness becomes dim light, and dim light becomes normal light). In an area of normal or bright light, this illumination looks pretty but has no game effect.
For the purpose of interacting with Darkness spells and effects, Rainbow Bracelets are treated as a Light effect with a level equal to 1 + the number of invested essentia.
Essentia: Every point of essentia you invest in the Rainbow Bracelets increases the radius of normal light by 10 feet. The radius of increased illumination is always double the radius of the radius of normal light. For example, Rainbow Bracelets with 2 points of invested essentia shed normal light in a 50-foot radius, and increase a further 50 feet beyond that by one light level (to a maximum of normal light).[/TD] [/TR] [/TABLE] [h=4]Chakra Bind (Arms)[/h] [TABLE="width: 100%"] [TR] [TD]
[/TD] [TD] The Bracelets expand and grow up your arms, becoming almost a pair of bracers rather than bracelets.
When you have Rainbow Bracelets bound to your Arms Chakra, your melee attacks are accompanied by bright flashes of multicolored light. Any creature that you strike with a melee attack must make a Fortitude save or be Blinded for 1d4 minutes. Creatures which successfully save do not become immune to the blinding effect, but any individual creature need only make one Fortitude save per round against this effect of your Rainbow Bracelets (if it succeeds, it cannot be Blinded by any further attacks by you made during that round).[/TD] [/TR] [/TABLE] [h=4]Chakra Bind (Pattern)[/h] [TABLE="width: 100%"] [TR] [TD]
[/TD] [TD] When you bind the Bracelets to your Pattern, they become thinner and softer, ending up more like rings of elastic fabric than objects crafted of incarnum. Within the intricate weave of the new Bracelets, multicolored bursts of light can be glimpsed flashing between the threads of actual incarnum.
When Rainbow Bracelets are bound to your Pattern Chakra, you can take a standard action to use Color Spray as a spell-like ability.
You can use this ability up to one time per meldshaper level of the Bracelets, at which point the soulmeld unshapes.[/TD] [/TR] [/TABLE] [h=3]Sunburst Mask[/h] [TABLE="width: 100%"] [TR] [TD]
[/TD] [TD] Descriptors: Light
Classes: Foundationist (Fire)
Chakra: Brow, Throat (Pattern)
Saving Throw: None
This round mask apparently made from beaten brass and gold has the form of a watchful, stern-gazing face within a fiery sun. It even glows slightly, as if reflecting sunlight cast from a great distance.
Forming incarnum from the souls of Radiance Elementals dedicated to uncovering secrets and hidden things, you shape an ornate mask like a traditional sun-face made out of beaten gold. The gold glows slightly, but this does not interfere in any way with your own vision; on the contrary, it actually enhances and improves your ability to see while you wear the Sunburst Mask.
A Sunburst Mask allows you to constantly See Invisibility, but only when the invisible objects or creatures are within 20 feet of you.
This soulmeld improves the lighting in your own space by one light level (from darkness to dim light), while you are in darkness, but has no other lighting effect. In particular, it has no effect upon light at all while you are in conditions of dim light or brighter.
Essentia: Every point of essentia you invest in this soulmeld increases the radius of your ability to See Invisibility by 10 feet.[/TD] [/TR] [/TABLE] [h=4]Chakra Bind (Brow)[/h] [TABLE="width: 100%"] [TR] [TD]
[/TD] [TD] The Mask's facial expression becomes a sly grin, and lenses of golden crystal appear in the eyeholes to cover them.
A Sunburst Mask bound to your Brow renders you immune to the Blinded and Dazzled conditions. If you have essentia invested in the soulmeld, then you also gain an insight bonus (equal to the number of points of invested essentia) on Will saveing throws against Illusions or any effect that bestows the Confused condition.[/TD] [/TR] [/TABLE] [h=4]Chakra Bind (Throat)[/h] [TABLE="width: 100%"] [TR] [TD]
[/TD] [TD] The Mask's expression becomes one of gritty concentration. A new hole opens up in the Mask's forehead, and the glow of the Mask seems to be especially concentrated there.
While the Sunburst Mask is bound to your Throat Chakra, it can produce a beam of intense light at your command. As a standard action, you can fire this beam at a target within 30 feet as a ranged touch attack; if the beam hits, it deals 2d4 points of damage (plus 1d4 points for every point of essentia you have invested in the soulmeld).[/TD] [/TR] [/TABLE] [h=4]Chakra Bind (Pattern)[/h] [TABLE="width: 100%"] [TR] [TD]
[/TD] [TD] The Mask's expression does not change, but lenses of dark crystal cover its eyeholes, and the mouth opens wider to display a strange, shimmering glow.
A Sunburst Mask bound to your Pattern Chakra can produce especially intense beams of light, which duplicate focused sunlight in all respects. As long as you have at least 1 point of essentia invested in this soulmeld, then as a standard action, you can fire a beam of light at a target within 60 feet. If the beam hits, it deals 1d8 points of damage per point of invested essentia- to most targets. Undead targets instead take 2d6 points of damage per point of invested essentia, unless they are specially vulnerable to bright light or sunlight. In the latter case, the target takes 2d8 points of damage per point of invested essentia.
You can use this ability up to three times, plus one time per point of essentia invested in the Mask, at which point the soulmeld unshapes. If you change the amount of essentia invested in the soulmeld, the number of remaining uses is changed along with it, so that (for example) if you have already used the beam 4 times and you then reduce your essentia investment in the Sunburst Mask to 1 point or 0 points, then the Mask immediately unshapes.[/TD] [/TR] [/TABLE] [h=3]Volcanic Boots[/h] [TABLE="width: 100%"] [TR] [TD]
[/TD] [TD] Descriptors: Magma
Classes: Foundationist (Fire)
Chakra: Feet, Heart (Pattern)
Saving Throw: See text
Burning incarnum forms itself at your direction into a pair of thick boots apparently molded from still-burning magma, though they do no harm to you or anything you are wearing. You leave trails of briefly-lit embers and cooling pumice particles behind as you walk.
Volcanic Boots protect you from heat, granting you Resist Fire 5.
Essentia: Every point of essentia you invest in the Volcanic Boots increases the Resist Fire by +5.[/TD] [/TR] [/TABLE] [h=4]Chakra Bind (Feet)[/h] [TABLE="width: 100%"] [TR] [TD]
[/TD] [TD] The Boots tighten and clamp shut around your ankles and lower legs, filling your lower body with their heavy heat.
When Volcanic Boots are bound to your Feet Chakra, they allow you to channel some of their power into attacks when you charge. Whenever you successfully hit a foe with the melee attack at the end of a charge, you add an extra 1d4 Fire damage (plus 1d4 more per point of essentia invested in the soulmeld). This damage is not multiplied with other damage on a confirmed critical hit.[/TD] [/TR] [/TABLE] [h=4]Chakra Bind (Heart)[/h] [TABLE="width: 100%"] [TR] [TD]
[/TD] [TD] The Boots rise around your legs to form more of a pair of pants made of lava, rather than simple boots. By an effort of will, you can force them to discharge some of their heat into the ground.
With the Volcanic Boots bound to your Heart Chakra, you can use their connection with the power of Earth to literally melt earth or stone that is near you. As a full-round action that does not provoke attacks of opportunity, you can convert one adjacent 5-foot square of earth or stone to molten magma. The magma continues to burn for 1 minute per meldshaper level of the Volcanic Boots before cooling into a block of solid stone, and during that time, any creature that moves into or stands on the square takes 4d6 Fire damage (plus 1d6 per point of essentia invested in the Volcanic Boots). Changing the amount of essentia invested in the Boots immediately changes the damage dealt by all still-molten squares produced by use of this ability.
No save can reduce this damage to creatures which enter or stand in the space after it is molten, but a creature which is standing in the space during the round you convert it to magma is allowed a Reflex save for half damage (provided it leaves the molten space during its turn).[/TD] [/TR] [/TABLE] [h=4]Chakra Bind (Pattern)[/h] [TABLE="width: 100%"] [TR] [TD]
[/TD] [TD] When you bind the Boots to your Pattern, the ankle and foot portions disappear into your legs, leaving only the soles to cover the bottoms of your feet- though there, the fiery orange magma remains. With a small effort, you are able to break off pieces of it to leave behind you as you walk.
When Volcanic Boots are bound to your Pattern Chakra, you can leave unpleasant surprises behind you as you walk, to hinder and slow your foes. As long as you have at least 1 point of essentia invested in the soulmeld, you can activate this power as a swift action. Once activated, every 5-foot square that you enter during that round that has a floor of stone or earth grows Magma Bombs like those created by the spell (see below). These special Magma Bombs are exactly like the normal spell effect, except that the duration is only 1 minute per point of essentia invested in the Volcanic Boots, and the Perception DC needed to find them is equal to 25 + the number of essentia invested in the soulmeld (rather than a static 29). These numbers are set for any particular patch of Magma Bombs as you create them, and do not change later on if you change your essentia investment in the soulmeld.
You can use this ability up to three times, plus one time per point of essentia invested in the Boots, at which point the soulmeld unshapes. If you change the amount of essentia invested in the soulmeld, the number of remaining uses is changed along with it, so that (for example) if you have already used the Magma Bombs 4 times and you then reduce your essentia investment in the Volcanic Boots to 1 point or 0 points, then the Boots immediately unshape.[/TD] [/TR] [/TABLE]
Magma Bombs (Conjuration (Creation)) [Earth, Fire]
Creatures in area take damage, and may also be slowed.
[TABLE="width: 100%"] [TR] [TD]
[/TD] [TD] Level: Druid 4, Sorcerer/Wizard 4 (note: Where the Elemental schools from APG and Ultimate Magic are allowed, this spell should show up on both the Earth and Fire lists.)
Components: V, S, M/DF (a sliver of obsidian and a chunk of hardened lava)
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: One 20-ft. square/level
Duration: 1 hour/level (D)
Saving Throw: Reflex partial (see text)
Spell Resistance: No
Cast upon rocky ground, stone floors, bare earth, or similar surfaces, this spell conjures heat and magma into the surfaces and covers small bubbles of molten rock mixed with highly compressed volcanic gas with thin crusts of material like the surrounding floor that are difficult to spot.
Magma Bombs explode when trod upon, dealing damage to creatures walking upon the affected ground. Any creature moving on foot into or through the spell's area takes 1d4 Fire damage and 1d4 Bludgeoning damage for each 5 feet of movement through the bombed area.
Any creature that takes damage from this spell must also succeed on a Reflex save to avoid injuries to its feet and legs. A failed save causes the creature's speed to be reduced to half normal for 24 hours, or until the injured creature receives a Cure spell (which also restores lost hit points). Another creature can remove the penalty by taking 10 minutes to clean and dress the injuries and succeeding on a Heal check against the spell's save DC.
Magic traps such as Magma Bombs are difficult to detect. A Rogue (or other creature with the Trapfinding ability) can use the Perception skill to find Magma Bombs. The DC is 25 + spell level, or DC 29 for Magma Bombs. Magma Bombs is a magic trap that can't be disabled with the Disable Device skill. [/TD] [/TR] [/TABLE]
Not including Power of the Efreeti, since that was posted with the Ultimate Campaign soulmelds back in post #82.
[h=3]Burning Greaves[/h] [TABLE="width: 100%"] [TR] [TD]
[/TD] [TD] Descriptors: None
Classes: Foundationist (Fire), Soulborn
Chakra: Feet, Soul (Pattern)
Saving Throw: None
Fiery incarnum molds itself at your direction into a pair of elegant, unadorned greaves made of orange metal. The greaves are warm to the touch, and occasionally emit puffs of smoke as though burning, though they do no harm to you or anything you are wearing. As you move, a trail of orange light lingers briefly in midair behind you, as though the Greaves are burning a trail through the universe while riding around on your legs.
Creatures from the Elemental Plane of Fire tend to move fast, speak fast, and think fast, and it is this trait of the element of Fire that you partake in when you shape this soulmeld. By carefully filtering the soul energy you use to make the incarnum while you make it, you make a soulmeld focused entirely upon the task of allowing you to move and act faster than normally possible.
The Burning Greaves grant you a +5 feet bonus to your base land speed, and to your base Swim speed if you have a natural Swim speed.
Essentia: Every point of essentia you invest in the Burning Greaves increase the speed bonus (for both modes of movement, if applicable) by +5 feet.[/TD] [/TR] [/TABLE] [h=4]Chakra Bind (Feet)[/h] [TABLE="width: 100%"] [TR] [TD]
[/TD] [TD] The Greaves tighten and clamp shut around your ankles and lower legs, filling your lower body with their tingling energy.
When the Burning Greaves are bound to your Feet Chakra, the bonuses they grant to your movement are doubled: you gain +10 feet to your base ground speed and your Swim speed (if applicable), plus 10 feet per point of essentia invested in the soulmeld.[/TD] [/TR] [/TABLE] [h=4]Chakra Bind (Soul)[/h] [TABLE="width: 100%"] [TR] [TD]
[/TD] [TD] The Greaves clamp shut on your feet and lower legs, and then grow and extend upward so as to form new pieces covering your upper legs, waist, and even your torso; the tingling power of fiery speed burns through you with its eagerness to be released and used.
With the Burning Greaves bound to your Soul Chakra, you can use Time Stop as a spell-like ability, once per week, as a standard action.[/TD] [/TR] [/TABLE] [h=4]Chakra Bind (Pattern)[/h] [TABLE="width: 100%"] [TR] [TD]
[/TD] [TD] When you bind the Greaves to your Pattern, they actually merge into your body, leaving a metallic-orange glow coming from beneath the skin of your lower legs as the only outward sign of their presence. Nonetheless, you feel their power burning within you.
When Burning Greaves are bound to your Pattern Chakra, you can supercharge your body with the speed-granting power of the soulmeld, at the cost of both damaging the soulmeld and yourself. As a swift action at the end of your turn, you can gain and take another move action. Triggering this ability deals 2d6 points of damage to you, plus 1d6 points for every point of essentia invested in the soulmeld; no form of energy resistance or damage reduction can prevent this damage.
You can use this ability up to three times, plus one time per point of essentia invested in the Greaves, at which point the soulmeld unshapes. If you change the amount of essentia invested in the soulmeld, the number of remaining uses is changed along with it, so that (for example) if you have already gained the extra action 4 times and you then reduce your essentia investment in the Burning Greaves to 1 point or 0 points, then the Greaves immediately unshape.[/TD] [/TR] [/TABLE] [h=3]Diadem of Purelight[/h] [h=4]Chakra Bind (Pattern)[/h] [TABLE="width: 100%"] [TR] [TD]
[/TD] [TD] The light of the souls merges with your head and body, showing no outward sign of their presence aside from turning your pupils white (although the glow remains, no emitted apparently by your body directly rather than a separate object).
With the Diadem of Purelight bound to your Pattern Chakra, you can release bursts of positive energy strong enough to scare any Undead near you. You gain the ability to Turn Undead, exactly as though you had the feat; your effective Cleric level for the purpose of using Turn Undead equals the meldshaper level of this soulmeld. Also, the save DC is based on your CON modifier rather than your CHA modifier, but otherwise the rules for the normal Turn Undead feat apply.
You can use this ability up to three times, plus one time per point of essentia invested in the Diadem, at which point the soulmeld unshapes. If you change the amount of essentia invested in the soulmeld, the number of remaining uses is changed along with it, so that (for example) if you have already Turned Undead 4 times and you then reduce your essentia investment in the Diadem to 1 point or 0 points, then the it immediately unshapes.[/TD] [/TR] [/TABLE] [h=3]Elemental Avatar[/h] [TABLE="width: 100%"] [TR] [TD]
[/TD] [TD] Descriptors: Fire
Classes: Foundationist (Fire)
Chakra: Soul (Pattern)
Saving Throw: None
The raw elemental incarnum flows together into a second body encasing your own, a large image of the elemental type you pulled the incarnum from. Its translucent form is superimposed over your own body, clothing, and armor, and it moves with you, copying your every movement (even facial expressions) in perfect synchronization.
Pulling together incarnum drawn from the most basic and primitive inhabitants of the Elemental Planes, the Elementals themselves, you shape a second body to cover your own which in all particulars resembles an elemental of the type matching the soulmeld's element descriptor. For example, if you shape an Elemental Avatar (Fire), the avatar resembles a Fire Elemental. Foundationist characters cannot shape this soulmeld with any elemental descriptor other than the one matching their own Elemental Affinity (chosen at 1st level).
Unlike most soulmelds, an Elemental Avatar (regardless of descriptor) does not provide you with any benefit unless you bind it to a chakra or invest essentia into it.
Essentia: Every point of essentia you invest in the Elemental Avatar grants you a bonus based upon the elemental descriptor of the soulmeld:
Fire: +2 insight bonus on melee damage rolls.[/TD] [/TR] [/TABLE] [h=4]Chakra Bind (Soul)[/h] [TABLE="width: 100%"] [TR] [TD]
[/TD] [TD] The avatar contracts, and your body expands, pulling the power into your being and merging with it to give you a new body.
While the Elemental Avatar is bound to your Soul Chakra, you literally become a Huge Elemental of the type matching the soulmeld's descriptor, as if using Elemental Body IV (except this ability is constant, and has no maximum duration).[/TD] [/TR] [/TABLE] [h=4]Chakra Bind (Pattern)[/h] [TABLE="width: 100%"] [TR] [TD]
[/TD] [TD] The avatar contracts about you, merging with your own body and granting you the ability to move like the elemental it resembles.
When bound to your Pattern Chakra, the Elemental Avatar grants you a movement type based upon the elemental descriptor of the soulmeld:
Fire: You gain a +30 feet enhancement bonus to your ground speed.[/TD] [/TR] [/TABLE]
[h=3]Elemental Channel[/h] [TABLE="width: 100%"] [TR] [TD]
[/TD] [TD] Descriptors: Fire
Classes: Foundationist (Fire)
Chakra: Arms, Hands, Heart, Throat (Pattern)
Saving Throw: See text
The raw elemental incarnum comes when you call it, and without any real direction it assumes the form of a small tube of brightly-colored energy, through which you can tap still more power from the Elemental Plane it connects to.
Elemental Channel grants you the ability to use a 0-level spell (depending on its elemental descriptor) as a spell-like ability, using the soulmeld's meldshaper level as the caster level, at will:
Fire: Dancing Lights at will.
Unlike most soulmelds, an Elemental Channel (regardless of descriptor) does not provide you with any benefit for invested essentia unless you bind it to a chakra.[/TD] [/TR] [/TABLE] [h=4]Chakra Bind (Arms)[/h] [TABLE="width: 100%"] [TR] [TD]
[/TD] [TD] One end of the tube of elemental power seals, lengthens, and morphs into a new shape- a melee weapon for you to use, which contains the raw power of its element to deal extra harm to your foes when you strike them with it.
You shape elemental incarnum into a melee weapon (sized normally for you) that contains the raw power of the energy type matching the elemental descriptor of the soulmeld.
An Elemental Channel bound to your Arms Chakra has a form depending on its elemental descriptor: Fire is a longsword of flame (and has the Flaming special ability). You are considered proficient with the weapon, whether or not you are proficient with normal weapons of the same type; feats which apply to specific weapons or weapon groups (such as Weapon Focus) apply normally to the Elemental Channel in this form.
Each point of essentia you invest in the Elemental Channel weapon grants the weapon an enhancement bonus of +1, up until you invest 5 or more essentia into the soulmeld. When you invest 5 or more essentia into the Elemental Channel, it loses two points of enhancement bonus (so the total bonus equals the number of points of invested essentia minus 2), but gains the "bursting" version of its special ability in place of the original special ability. Flaming changes to Flaming Burst. For example, when you use an Elemental Channel (Fire), investing 4 points of essentia in the soulmeld makes it a +4 Flaming Longsword, but investing 5 points of essentia makes it a +3 Flaming Burst Longsword instead.
The Elemental Channel in weapon form cannot be Sundered or otherwise destroyed, except by effects that unshape soulmelds. If the weapon leaves your hand for any reason, it returns to your grasp at the beginning of your next turn. If that is impossible for some reason, it falls at your feet (and in any case, attempts to return again on your next turn). Any other creature attempting to wield the weapon treats it as a mundane weapon of its type with no special abilities, however exotic in appearance it may be.[/TD] [/TR] [/TABLE] [h=4]Chakra Bind (Hands)[/h] [TABLE="width: 100%"] [TR] [TD]
[/TD] [TD] The tube lengthens and wraps itself around your body, snaking its ends along your arms to finish with each end in one of your hands.
An Elemental Channel bound to your Hands Chakra grants you a new spell-like ability (depending on its elemental descriptor), using the soulmeld's meldshaper level as the caster level, which uses more elemental energy to accomplish than the 0-level spell it normally grants:
Fire: As a standard action, you can Heat Metal on one target (or one 5-foot square, if you wish to affect metal not held by a creature) within 5 feet, plus 5 feet per point of essentia invested in the soulmeld.
You can use this ability up to three times, plus one time per point of essentia invested in the Channel, at which point the soulmeld unshapes. If you change the amount of essentia invested in the soulmeld, the number of remaining uses is changed along with it, so that (for example) if your Elemental Channel has the Fire descriptor, and you have already used the Heat Metal 4 times, then if you reduce your essentia investment in the soulmeld to 1 point or 0 points, it immediately unshapes.[/TD] [/TR] [/TABLE] [h=4]Chakra Bind (Heart)[/h] [TABLE="width: 100%"] [TR] [TD]
[/TD] [TD] The tube widens immensely, while its length shrinks until nearly vanishing, attaching itself to your chest and forming a large circle of energy upon it.
With the Elemental Channel bound to your Heart Chakra, you can use it to Summon actual Elementals from the plane matching its elemental descriptor. As a standard action, you Summon an Elder Elemental of the same type as your soulmeld (for example, an Elemental Channel (Fire) will summon an Elder Fire Elemental), as if by the spell Summon Monster VIII. The elemental remains on your plane, acting as you direct, for 1 round per meldshaper level of the soulmeld.
You can use this ability up to three times, plus one time per point of essentia invested in the Channel, at which point the soulmeld unshapes. If you change the amount of essentia invested in the soulmeld, the number of remaining uses is changed along with it, so that (for example) if you have already summoned the elemental 4 times and you then reduce your essentia investment in the Elemental Channel to 1 point or 0 points, then the Channel immediately unshapes.[/TD] [/TR] [/TABLE] [h=4]Chakra Bind (Throat)[/h] [TABLE="width: 100%"] [TR] [TD]
[/TD] [TD] The tube embeds itself in your throat and neck, leaving part of itself exposed like a weird sort of pendant (without a necklace or chain to hold it there), but releasing its energy into you rather than directly into the world around you.
When the Elemental Channel is bound to your Throat Chakra, it releases most of its energy into you rather than the outside world, but you can release this energy out of your body to gain a useful ability. The specific ability granted by release of this elemental energy depends upon the soulmeld's elemental descriptor:
Fire: As a standard action, you can produce a Prismatic Spray, except that the range is not a static 60 feet but rather depends upon the amount of essentia invested in the soulmeld. The range equals 10 feet, plus 5 feet per point of invested essentia.
You can use this ability up to three times, plus one time per point of essentia invested in the Channel, at which point the soulmeld unshapes. If you change the amount of essentia invested in the soulmeld, the number of remaining uses is changed along with it, so that (for example) if your Elemental Channel has the Fire descriptor, and you have already used Prismatic Spray 4 times, then if you reduce your essentia investment in the soulmeld to 1 point or 0 points, it immediately unshapes.[/TD] [/TR] [/TABLE] [h=4]Chakra Bind (Pattern)[/h] [TABLE="width: 100%"] [TR] [TD]
[/TD] [TD] The tube widens and lengthens, largely merging with your body and leaving only its ends sticking out from the palms of your hands. You feel the elemental energy surging through you, eager for an explosive release.
An Elemental Channel bound to your Pattern Chakra can release explosive bursts of raw elemental energy, if you have any essentia invested in the soulmeld. As long as you have at least 1 point of essentia invested in the soulmeld, you can create a Burst of energy centered on any point within 20 feet per point of invested essentia, as a standard action. The radius of this burst of energy is equal to 5 feet per point of invested essentia, and its specific energy type depends upon the elemental descriptor of the Elemental Channel: Fire produces Fire. Regardless of the specific energy type, the burst deals 1d6 points of damage (plus 2d6 per point of essentia above the first invested in the soulmeld) to all within it. A Reflex save applies for half damage.
For example, if you are using an Elemental Channel (Fire), and have 1 point of essentia invested in it, then you produce a burst of Fire within 20 feet, that has a 5-foot radius and deals 1d6 points of Fire damage. If, on the other hand, you have 4 points of essentia invested in the soulmeld, then you instead produce a 20-foot radius burst centered on any point within 80 feet, dealing 7d6 points of Fire damage.
You can use this ability up to three times, plus one time per point of essentia invested in the Channel, at which point the soulmeld unshapes. If you change the amount of essentia invested in the soulmeld, the number of remaining uses is changed along with it, so that (for example) if you have already used the burst 4 times and you then reduce your essentia investment in the Elemental Channel to 1 point or 0 points, then the Channel immediately unshapes.[/TD] [/TR] [/TABLE]
[h=3]Elemental Chasuble[/h] [TABLE="width: 100%"] [TR] [TD]
[/TD] [TD] Descriptors: Fire
Classes: Foundationist (Fire)
Chakra: Heart (Pattern)
Saving Throw: None
The raw elemental incarnum weaves itself under your direction to form an ornate vestment draped over your shoulders, covering any other clothing, armor, or vestments you are wearing. The chasuble is little more than a large circle with a hole in the center for your head, but incarnum is woven like glowing, brightly-colored thread into intricate patterns down its front.
The Elemental Chasuble binds the material of an Elemental Plane to the garment and infuses it with power.
When you wear the Chasuble, you are considered a native on any plane with an elemental trait matching the soulmeld's elemental descriptor (and gain the Extraplanar subtype while on the Material Plane). While on any such plane, you ignore the effect of any elemental traits of the plane- even traits not directly matching your Chasuble's descriptor. Foundationist characters cannot shape this soulmeld with any elemental descriptor other than the one matching their own Elemental Affinity (chosen at 1st level).
For example, if you shape an Elemental Chasuble (Fire), you would be considered native on the Elemental Plane of Fire, the Elemental Plane of Smoke, the Elemental Plane of Magma, the Elemental Plane of Radiance, and the Elemental Plane of Ash.
The Elemental Chasuble also grants you Resistance to a specific energy type, based on its elemental descriptor. Fire grants Resist Fire 10.
Essentia: Every point of essentia you invest in the Elemental Chasuble increases the energy resistance granted by the soulmeld by 5 points:[/TD] [/TR] [/TABLE] [h=4]Chakra Bind (Heart)[/h] [TABLE="width: 100%"] [TR] [TD]
[/TD] [TD] The threads of elemental incarnum woven throughout the Chasuble change, forming runes of power designed to form conduits between you and the planes matching the Chasuble's element.
Once per week, an Elemental Chasuble bound to your Heart Chakra allows you to open a Gate (with caster level equal to the soulmeld's meldshaper level) to any plane matching the soulmeld's elemental descriptor. You must have and spend the material component in order to use the Calling function of this Gate.[/TD] [/TR] [/TABLE] [h=4]Chakra Bind (Pattern)[/h] [TABLE="width: 100%"] [TR] [TD]
[/TD] [TD] The threads of elemental incarnum woven throughout the Chasuble change, forming runes of power designed to summon inhabitants of the plane matching the Chasuble's element.
An Elemental Chasuble bound to your Pattern Chakra allows you to Summon actual elementals to do your bidding. As a standard action, you can Summon a Small Elemental of a type matching the elemental descriptor of your Elemental Chasuble (for example, an Elemental Chasuble (Fire) Summons a Small Fire Elemental). This works essentially as if you had used the spell Summon Monster II, except the duration is only 1 round (plus 1 round per point of essentia you have invested in the Chasuble).
You can use this ability up to one time per meldshaper level of the Chasuble, at which point the soulmeld unshapes.[/TD] [/TR] [/TABLE] [h=3]Flame Cincture[/h] [h=4]Chakra Bind (Pattern)[/h] [TABLE="width: 100%"] [TR] [TD]
[/TD] [TD] Energy attacks are not simply absorbed and dispersed by the belt, but are instead bound within it, waiting for release.
When bound to your Pattern Chakra, the Flame Cincture allows you to release the fire stored within. Whenever the soulmeld prevents damage, the energy remains latent within the cord for 1 round. On your next turn, you can release the stored energy as a swift action against any adjacent target; the energy deals Fire damage equal to the amount of damage prevented by the Flame Cincture in the previous round. A Reflex save applies for half damage.[/TD] [/TR] [/TABLE]
[h=3]Flaming Blade[/h] [TABLE="width: 100%"] [TR] [TD]
[/TD] [TD] Descriptors: Fire
Classes: Foundationist (Fire)
Chakra: Arms, Hands (Pattern)
Saving Throw: See text
The souls of Fire Elementals come together at your direction, and focus their burning all at once in the same direction. This has the effect of creating a long tongue of flame like a glowing, insubstantial sword blade, which you can hold and wield in much the same manner as an actual sword.
Souls of the Elemental Plane of Fire, above all else, want to burn. This soulmeld, favored by destructive Foundationists of all races, gives them the opportunity to do just that, directing a flame of pure elemental energy where and when the meldshaper chooses.
As a standard action, you can use the Flaming Blade to make a melee touch attack upon a target. If you hit, the target takes 1d6 points of Fire damage.
Essentia: Every point of essentia you invest in the Flaming Blade increases the damage dealt by 1d6 points.[/TD] [/TR] [/TABLE] [h=4]Chakra Bind (Arms)[/h] [TABLE="width: 100%"] [TR] [TD]
[/TD] [TD] The Blade's grip forms a gauntlet of metallic-looking incarnum which wraps around your hand, including a tube on its back from which the actual flame continues to spurt. You can now not only focus the fire better, you can also aim and direct it more precisely.
When the Flaming Blade is bound to your Arms Chakra, you can point the Blade at a nearby target to shoot bolts of fast-burning fire at it. As a standard action that provokes attacks of opportunity, you can make a ranged touch attack upon a target within 30 feet. If you hit, you deal 1d6 Fire damage to the target, plus 1d6 per point of essentia invested in the soulmeld, and the target must make a Reflex save. If the save fails, the target takes the same damage again at the start of your next turn (this does not require any action from you, just the failed save by the target when you fire the initial bolt).[/TD] [/TR] [/TABLE] [h=4]Chakra Bind (Hands)[/h] [TABLE="width: 100%"] [TR] [TD]
[/TD] [TD] The Blade's grip forms a tube of metallic-looking incarnum in your hand, within which the fiery souls can concentrate their energy and push it farther and faster into the world around them.
With the Flaming Blade bound to your Hands Chakra, you can point the Blade at a nearby target to shoot bolts of fire at it. As a standard action that provokes attacks of opportunity, you can make a ranged touch attack upon a target within 30 feet. On a hit, you deal the same damage to that target that you would with the standard melee touch attack the soulmeld allows (1d6 Fire, plus 1d6 per point of invested essentia).[/TD] [/TR] [/TABLE] [h=4]Chakra Bind (Pattern)[/h] [TABLE="width: 100%"] [TR] [TD]
[/TD] [TD] The flame puffs and spurts every few seconds, sending more sparks into the air around itself and making the Blade appear more chaotic and unstable (though it remains fully intact and functional despite the appearance).
With the Flaming Blade bound to your Pattern Chakra, if you hit a target with the melee touch attack described above, that target must make a Reflex save or the fire stays active, dealing the same damage it dealt in the original attack at the start of your next turn (this damage occurs automatically, and does not require any action from you- just a failure on the Reflex save by the target).[/TD] [/TR] [/TABLE] [h=3]Heart of Fire[/h] [h=4]Chakra Bind (Pattern)[/h] [TABLE="width: 100%"] [TR] [TD]
[/TD] [TD] A red glow suffuses your body, concentrated in your head and throat. Rather than forming a blazing red stone at your waist, the Heart of Fire merges with your flesh, eager for release every time you open your mouth.
With a Heart of Fire bound to your Pattern Chakra, you can breathe out a cone of fire. As a standard action that does not provoke attacks of opportunity, you can breathe out a 15-foot cone of flames that deals 1d4 points of Fire damage (plus 1d4 per point of essentia invested in the soulmeld) to all creatures caught in it. A Reflex save applies for half damage.
You can use this ability up to three times, plus one time per point of essentia invested in the Heart, at which point the soulmeld unshapes. If you change the amount of essentia invested in the soulmeld, the number of remaining uses is changed along with it, so that (for example) if you have already used the cone 4 times and you then reduce your essentia investment in the Heart of Fire to 1 point or 0 points, then the Heart immediately unshapes.[/TD] [/TR] [/TABLE] [h=3]Lava Cloak[/h] [TABLE="width: 100%"] [TR] [TD]
[/TD] [TD] Descriptors: Fire
Classes: Foundationist (Fire)
Chakra: Shoulders, Throat (Pattern)
Saving Throw: None
The incarnum of Magma Elementals and Lava Mephits forms a strange sheet of burning, liquid rock and metal, which is somehow held together and kept burning by your will and the pent-up energy of the souls inside it. This sheet of molten lava drapes over your shoulders and back like an exotic cloak.
While you wear the Lava Cloak, it absorbs some of the heat directed at you to help power itself, blunting the power of fire attacks upon you. You gain Resist Fire 5.
Essentia: The Resist Fire increases by +5 for each point of essentia you invest in this soulmeld.[/TD] [/TR] [/TABLE] [h=4]Chakra Bind (Shoulders)[/h] [TABLE="width: 100%"] [TR] [TD]
[/TD] [TD] Wrapping itself more tightly about your shoulders and back, the Cloak sends up a small swarm of sparks into the air around you, surrounding you with a miniature firestorm every few seconds.
While the Lava Cloak is bound to your Shoulders Chakra, you can use its power to simply destroy spells using Cold energy before they can have any effect at all. Once per round, you can ready an action to counterspell against any opponent, even if you have no actual spellcasting powers yourself.
If the target of your ready counterspell attempts to cast a spell, make a Spellcraft check (DC 15 + the spell's level) as a free action. If the check succeeds, you know the spell the opponent is casting, and if that spell has the Cold descriptor, you can attempt to counter it using only the power of the Lava Cloak rather than an actual spell of your own. This works essentially like casting Dispel Magic as a counterspell, except that you use the Lava Cloak's meldshaper level as your caster level to make the check; the DC is 11 + the spell's level as usual. If the meldshaper level check succeeds, the spell is countered.[/TD] [/TR] [/TABLE] [h=4]Chakra Bind (Throat)[/h] [TABLE="width: 100%"] [TR] [TD]
[/TD] [TD] The Cloak wraps itself around your body more closely, creating a clasp which fastens around your neck to keep it shut.
With the Lava Cloak bound to your Throat Chakra, the ultimate power of the heat within it dampens attacks which seek to harm you with cold. As long as you have any essentia invested in this soulmeld, you gain Resist Cold equal to five times the number of essentia so invested.[/TD] [/TR] [/TABLE] [h=4]Chakra Bind (Pattern)[/h] [TABLE="width: 100%"] [TR] [TD]
[/TD] [TD] Once your Lava Cloak is bound to your Pattern, it sends sparks, pumice, and tiny bits of itself flying into the air around you constantly, like a volcano ready to burst.
A Lava Cloak bound to your Pattern allows you to simply destroy spells using Cold energy with its power, before they can have any effect at all. Whenever an opponent to which you have line of effect casts a spell, make a Spellcraft check (DC 15 + the spell's level) as a free action. If the check succeeds, you know the spell the opponent is casting, and if that spell has the Cold descriptor, you can attempt to counterspell it as an immediate action- using only the power of the Lava Cloak rather than an actual spell of your own.
This works essentially like casting Dispel Magic as a counterspell, except that it takes an immediate action rather than a standard action, and you use the Lava Cloak's meldshaper level as your caster level to make the check. The DC is 11 + the spell's level as usual. If the meldshaper level check succeeds, the spell is countered.
You can use this ability up to three times, plus one time per point of essentia invested in the Cloak, at which point the soulmeld unshapes. If you change the amount of essentia invested in the soulmeld, the number of remaining uses is changed along with it, so that (for example) if you have already made 4 counterspell attempts and you then reduce your essentia investment in the Lava Cloak to 1 point or 0 points, then the Cloak immediately unshapes.[/TD] [/TR] [/TABLE] [h=3]Mantle of Flame[/h] [h=4]Chakra Bind (Pattern)[/h] [TABLE="width: 100%"] [TR] [TD]
[/TD] [TD] The mantle pulls in around you so tightly that it actually merges with your body, leaving only stary wisps of flame occasionally rising from within your flesh to signal its presence within you.
A Mantle of Flame bound to your Pattern Chakra allows you to blast foes with balls of fire from a distance. As long as you have at least 1 point of essentia invested in this soulmeld, then as a move action that does not provoke attacks of opportunity, you can make a ranged touch attack upon one opponent within 60 feet. If the attack hits, then it deals 1d6 points of Fire damage per point of essentia you have invested in the Mantle of Flame. Because this ability requires a move action, you can use it during the same round you make another attack using a standard action (though you will give up the ability to move, even as far as a 5-foot step, if you do, unless you somehow have more than the normal number of actions available to you).
You can use this ability up to one time per meldshaper level of the Mantle, at which point the soulmeld unshapes.[/TD] [/TR] [/TABLE]
[h=3]Phoenix Belt[/h] [h=4]Chakra Bind (Pattern)[/h] [TABLE="width: 100%"] [TR] [TD]
[/TD] [TD] As the Belt binds to your Pattern, the warmth and energy of the phoenix settles into you like a falcon coming home to roost. Now not just the feathers in the belt glow like hot coals; your eyes do as well, and your skin is hot to the touch- giving off heat like a warm hearth. A brief moment of concentration is all it takes to bring out the flame within, making it as real to those around you as it is now to you.
When bound to your Pattern Chakra, the Phoenix Belt lets you release the fire within it as a burst of power erupting from your body. As long as you have at least 1 point of essentia invested in the soulmeld, then as a standard action, you can create a momentary ring of fire that surrounds you. Creatures adjacent to you take 1d6 points of Fire damage per point of essentia invested in the Phoenix Belt. A Reflex save applies for half damage.[/TD] [/TR] [/TABLE] [h=3]Rainbow Bracelets[/h] [TABLE="width: 100%"] [TR] [TD]
[/TD] [TD] Descriptors: Light
Classes: Foundationist (Fire), Soulborn
Chakra: Arma (Pattern)
Saving Throw: See text
Multicolored, constantly-changing incarnum molds into a pair of sturdy bracelets which slip themselves onto your wrists. Their shimmering, constantly-shifting color patterns are almost mesmerising to watch, but the light they put out is more immediately useful to you.
The Rainbow Bracelets glow brightly, illuminating a 30-foot radius with normal light, and increasing an additional 30 feet by one light level, up to normal light (darkness becomes dim light, and dim light becomes normal light). In an area of normal or bright light, this illumination looks pretty but has no game effect.
For the purpose of interacting with Darkness spells and effects, Rainbow Bracelets are treated as a Light effect with a level equal to 1 + the number of invested essentia.
Essentia: Every point of essentia you invest in the Rainbow Bracelets increases the radius of normal light by 10 feet. The radius of increased illumination is always double the radius of the radius of normal light. For example, Rainbow Bracelets with 2 points of invested essentia shed normal light in a 50-foot radius, and increase a further 50 feet beyond that by one light level (to a maximum of normal light).[/TD] [/TR] [/TABLE] [h=4]Chakra Bind (Arms)[/h] [TABLE="width: 100%"] [TR] [TD]
[/TD] [TD] The Bracelets expand and grow up your arms, becoming almost a pair of bracers rather than bracelets.
When you have Rainbow Bracelets bound to your Arms Chakra, your melee attacks are accompanied by bright flashes of multicolored light. Any creature that you strike with a melee attack must make a Fortitude save or be Blinded for 1d4 minutes. Creatures which successfully save do not become immune to the blinding effect, but any individual creature need only make one Fortitude save per round against this effect of your Rainbow Bracelets (if it succeeds, it cannot be Blinded by any further attacks by you made during that round).[/TD] [/TR] [/TABLE] [h=4]Chakra Bind (Pattern)[/h] [TABLE="width: 100%"] [TR] [TD]
[/TD] [TD] When you bind the Bracelets to your Pattern, they become thinner and softer, ending up more like rings of elastic fabric than objects crafted of incarnum. Within the intricate weave of the new Bracelets, multicolored bursts of light can be glimpsed flashing between the threads of actual incarnum.
When Rainbow Bracelets are bound to your Pattern Chakra, you can take a standard action to use Color Spray as a spell-like ability.
You can use this ability up to one time per meldshaper level of the Bracelets, at which point the soulmeld unshapes.[/TD] [/TR] [/TABLE] [h=3]Sunburst Mask[/h] [TABLE="width: 100%"] [TR] [TD]
[/TD] [TD] Descriptors: Light
Classes: Foundationist (Fire)
Chakra: Brow, Throat (Pattern)
Saving Throw: None
This round mask apparently made from beaten brass and gold has the form of a watchful, stern-gazing face within a fiery sun. It even glows slightly, as if reflecting sunlight cast from a great distance.
Forming incarnum from the souls of Radiance Elementals dedicated to uncovering secrets and hidden things, you shape an ornate mask like a traditional sun-face made out of beaten gold. The gold glows slightly, but this does not interfere in any way with your own vision; on the contrary, it actually enhances and improves your ability to see while you wear the Sunburst Mask.
A Sunburst Mask allows you to constantly See Invisibility, but only when the invisible objects or creatures are within 20 feet of you.
This soulmeld improves the lighting in your own space by one light level (from darkness to dim light), while you are in darkness, but has no other lighting effect. In particular, it has no effect upon light at all while you are in conditions of dim light or brighter.
Essentia: Every point of essentia you invest in this soulmeld increases the radius of your ability to See Invisibility by 10 feet.[/TD] [/TR] [/TABLE] [h=4]Chakra Bind (Brow)[/h] [TABLE="width: 100%"] [TR] [TD]
[/TD] [TD] The Mask's facial expression becomes a sly grin, and lenses of golden crystal appear in the eyeholes to cover them.
A Sunburst Mask bound to your Brow renders you immune to the Blinded and Dazzled conditions. If you have essentia invested in the soulmeld, then you also gain an insight bonus (equal to the number of points of invested essentia) on Will saveing throws against Illusions or any effect that bestows the Confused condition.[/TD] [/TR] [/TABLE] [h=4]Chakra Bind (Throat)[/h] [TABLE="width: 100%"] [TR] [TD]
[/TD] [TD] The Mask's expression becomes one of gritty concentration. A new hole opens up in the Mask's forehead, and the glow of the Mask seems to be especially concentrated there.
While the Sunburst Mask is bound to your Throat Chakra, it can produce a beam of intense light at your command. As a standard action, you can fire this beam at a target within 30 feet as a ranged touch attack; if the beam hits, it deals 2d4 points of damage (plus 1d4 points for every point of essentia you have invested in the soulmeld).[/TD] [/TR] [/TABLE] [h=4]Chakra Bind (Pattern)[/h] [TABLE="width: 100%"] [TR] [TD]
[/TD] [TD] The Mask's expression does not change, but lenses of dark crystal cover its eyeholes, and the mouth opens wider to display a strange, shimmering glow.
A Sunburst Mask bound to your Pattern Chakra can produce especially intense beams of light, which duplicate focused sunlight in all respects. As long as you have at least 1 point of essentia invested in this soulmeld, then as a standard action, you can fire a beam of light at a target within 60 feet. If the beam hits, it deals 1d8 points of damage per point of invested essentia- to most targets. Undead targets instead take 2d6 points of damage per point of invested essentia, unless they are specially vulnerable to bright light or sunlight. In the latter case, the target takes 2d8 points of damage per point of invested essentia.
You can use this ability up to three times, plus one time per point of essentia invested in the Mask, at which point the soulmeld unshapes. If you change the amount of essentia invested in the soulmeld, the number of remaining uses is changed along with it, so that (for example) if you have already used the beam 4 times and you then reduce your essentia investment in the Sunburst Mask to 1 point or 0 points, then the Mask immediately unshapes.[/TD] [/TR] [/TABLE] [h=3]Volcanic Boots[/h] [TABLE="width: 100%"] [TR] [TD]
[/TD] [TD] Descriptors: Magma
Classes: Foundationist (Fire)
Chakra: Feet, Heart (Pattern)
Saving Throw: See text
Burning incarnum forms itself at your direction into a pair of thick boots apparently molded from still-burning magma, though they do no harm to you or anything you are wearing. You leave trails of briefly-lit embers and cooling pumice particles behind as you walk.
Volcanic Boots protect you from heat, granting you Resist Fire 5.
Essentia: Every point of essentia you invest in the Volcanic Boots increases the Resist Fire by +5.[/TD] [/TR] [/TABLE] [h=4]Chakra Bind (Feet)[/h] [TABLE="width: 100%"] [TR] [TD]
[/TD] [TD] The Boots tighten and clamp shut around your ankles and lower legs, filling your lower body with their heavy heat.
When Volcanic Boots are bound to your Feet Chakra, they allow you to channel some of their power into attacks when you charge. Whenever you successfully hit a foe with the melee attack at the end of a charge, you add an extra 1d4 Fire damage (plus 1d4 more per point of essentia invested in the soulmeld). This damage is not multiplied with other damage on a confirmed critical hit.[/TD] [/TR] [/TABLE] [h=4]Chakra Bind (Heart)[/h] [TABLE="width: 100%"] [TR] [TD]
[/TD] [TD] The Boots rise around your legs to form more of a pair of pants made of lava, rather than simple boots. By an effort of will, you can force them to discharge some of their heat into the ground.
With the Volcanic Boots bound to your Heart Chakra, you can use their connection with the power of Earth to literally melt earth or stone that is near you. As a full-round action that does not provoke attacks of opportunity, you can convert one adjacent 5-foot square of earth or stone to molten magma. The magma continues to burn for 1 minute per meldshaper level of the Volcanic Boots before cooling into a block of solid stone, and during that time, any creature that moves into or stands on the square takes 4d6 Fire damage (plus 1d6 per point of essentia invested in the Volcanic Boots). Changing the amount of essentia invested in the Boots immediately changes the damage dealt by all still-molten squares produced by use of this ability.
No save can reduce this damage to creatures which enter or stand in the space after it is molten, but a creature which is standing in the space during the round you convert it to magma is allowed a Reflex save for half damage (provided it leaves the molten space during its turn).[/TD] [/TR] [/TABLE] [h=4]Chakra Bind (Pattern)[/h] [TABLE="width: 100%"] [TR] [TD]
[/TD] [TD] When you bind the Boots to your Pattern, the ankle and foot portions disappear into your legs, leaving only the soles to cover the bottoms of your feet- though there, the fiery orange magma remains. With a small effort, you are able to break off pieces of it to leave behind you as you walk.
When Volcanic Boots are bound to your Pattern Chakra, you can leave unpleasant surprises behind you as you walk, to hinder and slow your foes. As long as you have at least 1 point of essentia invested in the soulmeld, you can activate this power as a swift action. Once activated, every 5-foot square that you enter during that round that has a floor of stone or earth grows Magma Bombs like those created by the spell (see below). These special Magma Bombs are exactly like the normal spell effect, except that the duration is only 1 minute per point of essentia invested in the Volcanic Boots, and the Perception DC needed to find them is equal to 25 + the number of essentia invested in the soulmeld (rather than a static 29). These numbers are set for any particular patch of Magma Bombs as you create them, and do not change later on if you change your essentia investment in the soulmeld.
You can use this ability up to three times, plus one time per point of essentia invested in the Boots, at which point the soulmeld unshapes. If you change the amount of essentia invested in the soulmeld, the number of remaining uses is changed along with it, so that (for example) if you have already used the Magma Bombs 4 times and you then reduce your essentia investment in the Volcanic Boots to 1 point or 0 points, then the Boots immediately unshape.[/TD] [/TR] [/TABLE]
Magma Bombs (Conjuration (Creation)) [Earth, Fire]
Creatures in area take damage, and may also be slowed.
[TABLE="width: 100%"] [TR] [TD]
[/TD] [TD] Level: Druid 4, Sorcerer/Wizard 4 (note: Where the Elemental schools from APG and Ultimate Magic are allowed, this spell should show up on both the Earth and Fire lists.)
Components: V, S, M/DF (a sliver of obsidian and a chunk of hardened lava)
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: One 20-ft. square/level
Duration: 1 hour/level (D)
Saving Throw: Reflex partial (see text)
Spell Resistance: No
Cast upon rocky ground, stone floors, bare earth, or similar surfaces, this spell conjures heat and magma into the surfaces and covers small bubbles of molten rock mixed with highly compressed volcanic gas with thin crusts of material like the surrounding floor that are difficult to spot.
Magma Bombs explode when trod upon, dealing damage to creatures walking upon the affected ground. Any creature moving on foot into or through the spell's area takes 1d4 Fire damage and 1d4 Bludgeoning damage for each 5 feet of movement through the bombed area.
Any creature that takes damage from this spell must also succeed on a Reflex save to avoid injuries to its feet and legs. A failed save causes the creature's speed to be reduced to half normal for 24 hours, or until the injured creature receives a Cure spell (which also restores lost hit points). Another creature can remove the penalty by taking 10 minutes to clean and dress the injuries and succeeding on a Heal check against the spell's save DC.
Magic traps such as Magma Bombs are difficult to detect. A Rogue (or other creature with the Trapfinding ability) can use the Perception skill to find Magma Bombs. The DC is 25 + spell level, or DC 29 for Magma Bombs. Magma Bombs is a magic trap that can't be disabled with the Disable Device skill. [/TD] [/TR] [/TABLE]
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