Merlion
First Post
Ok this is a pretty rough draft. Ment to represent a spellcaster focused on creating and manipulating weather and storms. Probably needs some reorganizing and polish, tell me what you think
Requirements:
Knowledge (Nature) 10 ranks, Survival 4 ranks
Energy Substituation (Electricity)
Must be able to cast 4th level spells, including at least 3 electricity or cold spells
BAB, Saves, Skills as Wizard
Spellcasting: Every Level except 2nd, and 10th (Also considering allowing a Druid Storm Master to add half his Stormaster level to druid for purposes of wildshape)
1st level
Storm Magic:The Stormaster gains access to the Storm Master spell list. He must learn and prepare the spells as normal.
Energy Resistance: The storm master gains resistance 5 to electricity or cold. This resistance increases by 5 at 4th, 7th and 10th level.
2nd level:
Storm Power: The Storm Master gains a +1 bonus to caster level with all Storm Master spells. This bonus increases by +1 at 5th and 8th level.
3rd level:
Weather the Storm:
At 3rd level, the Storm Master becomes resistant to many of the negative effects of weather. The Storm Master becomes immune to naturally occurring extremes of heat and cold (magically generated heat and cold still affect him as normal).
Additionally, His vision is no longer impaired by conditions such as rain or fog, whether natural or magically created.
Lastly, a Storm Master need not make Concentration checks due to inclement weather. Magically created weather conditions, such as Storm of Vengeance, still require concentration checks.
Weather Eye:
The Storm Master becomes increasingly in tune with the forces of weather. At 3rd level, a Storm Master may predict the weather with absolute accuracy. He is able to predict the weather within a radius of 1 mile per point of Wisdom bonus, and up to 1 day into the future per point of Wisdom bonus, with a minimum of 1 mile radius and 1 day into the future
5th level:
Enhanced Call Lightning: Whenever a Storm Master of 5th level or higher casts a Call Lightning or Call Lightning Storm spell outdoors, the spell functions as if cast in a stormy area, regardless of actual weather conditions. Additionally, when casting a Lightning Bolt or Chain Lightning spell, the Storm Master receives a +1 bonus to each die of damage
6th level:
Storm Shaping: As the Mastery of Shaping high arcana, but only useable with Storm Master spells.
7th level:
Ride the Wind: Whenever the Storm Master is in an area where the wind speed exceeds 20 MPH, he may fly at his base land speed, with good maneuverability. If for whatever reason the wind speed around the Storm Master drops below 20 MPH, he descends slowly as per the Feather Fall spell. This ability is activated by magically generated winds.
10th level:
Storm Mastery:
At 10th level, the Storm Master has become intimately familiar with spells that change or create weather. He may spontaneously cast the following spells, by losing a a prepared spell of equal or greater level. If the Storm Master was already a spontaneous caster, such as a Sorcerer, he gains an additional spell slot at each level that may only be used to cast one of the listed spells of equal or lesser level.
1st: Obscuring Mist
2nd: Fog Cloud
3rd: Wind Wall
4th level: Ice Storm
5th level: Control Winds
6th level: Chain Lightning
7th level: Control Weather
8th level: Whirlwind
9th level: Storm of Vengeance
Storm Master Spells
1st level:
Endure Elements
Feather Fall
Obscuring Mist
Shocking Grasp
2nd level:
Fog Cloud
Levitate
Resist Energy
Whispering Wind
3rd level:
Call Lightning
Fly
Gaseous Form
Lightning Bolt
Protection from Energy
Sleet Storm
Wind Wall
4th level:
Air Walk
Ice Storm
Solid Fog
5th level:
Call Lightning Storm
Cloudkill
Control Winds
6th level:
Acid Fog
Chain Lightning
Overland Flight
7th level:
Control Weather
Wind Walk
8th level:
Incendiary Cloud
Whirlwind
9th level:
Elemental Swarm (Air)
Storm of Vengeance
Requirements:
Knowledge (Nature) 10 ranks, Survival 4 ranks
Energy Substituation (Electricity)
Must be able to cast 4th level spells, including at least 3 electricity or cold spells
BAB, Saves, Skills as Wizard
Spellcasting: Every Level except 2nd, and 10th (Also considering allowing a Druid Storm Master to add half his Stormaster level to druid for purposes of wildshape)
1st level
Storm Magic:The Stormaster gains access to the Storm Master spell list. He must learn and prepare the spells as normal.
Energy Resistance: The storm master gains resistance 5 to electricity or cold. This resistance increases by 5 at 4th, 7th and 10th level.
2nd level:
Storm Power: The Storm Master gains a +1 bonus to caster level with all Storm Master spells. This bonus increases by +1 at 5th and 8th level.
3rd level:
Weather the Storm:
At 3rd level, the Storm Master becomes resistant to many of the negative effects of weather. The Storm Master becomes immune to naturally occurring extremes of heat and cold (magically generated heat and cold still affect him as normal).
Additionally, His vision is no longer impaired by conditions such as rain or fog, whether natural or magically created.
Lastly, a Storm Master need not make Concentration checks due to inclement weather. Magically created weather conditions, such as Storm of Vengeance, still require concentration checks.
Weather Eye:
The Storm Master becomes increasingly in tune with the forces of weather. At 3rd level, a Storm Master may predict the weather with absolute accuracy. He is able to predict the weather within a radius of 1 mile per point of Wisdom bonus, and up to 1 day into the future per point of Wisdom bonus, with a minimum of 1 mile radius and 1 day into the future
5th level:
Enhanced Call Lightning: Whenever a Storm Master of 5th level or higher casts a Call Lightning or Call Lightning Storm spell outdoors, the spell functions as if cast in a stormy area, regardless of actual weather conditions. Additionally, when casting a Lightning Bolt or Chain Lightning spell, the Storm Master receives a +1 bonus to each die of damage
6th level:
Storm Shaping: As the Mastery of Shaping high arcana, but only useable with Storm Master spells.
7th level:
Ride the Wind: Whenever the Storm Master is in an area where the wind speed exceeds 20 MPH, he may fly at his base land speed, with good maneuverability. If for whatever reason the wind speed around the Storm Master drops below 20 MPH, he descends slowly as per the Feather Fall spell. This ability is activated by magically generated winds.
10th level:
Storm Mastery:
At 10th level, the Storm Master has become intimately familiar with spells that change or create weather. He may spontaneously cast the following spells, by losing a a prepared spell of equal or greater level. If the Storm Master was already a spontaneous caster, such as a Sorcerer, he gains an additional spell slot at each level that may only be used to cast one of the listed spells of equal or lesser level.
1st: Obscuring Mist
2nd: Fog Cloud
3rd: Wind Wall
4th level: Ice Storm
5th level: Control Winds
6th level: Chain Lightning
7th level: Control Weather
8th level: Whirlwind
9th level: Storm of Vengeance
Storm Master Spells
1st level:
Endure Elements
Feather Fall
Obscuring Mist
Shocking Grasp
2nd level:
Fog Cloud
Levitate
Resist Energy
Whispering Wind
3rd level:
Call Lightning
Fly
Gaseous Form
Lightning Bolt
Protection from Energy
Sleet Storm
Wind Wall
4th level:
Air Walk
Ice Storm
Solid Fog
5th level:
Call Lightning Storm
Cloudkill
Control Winds
6th level:
Acid Fog
Chain Lightning
Overland Flight
7th level:
Control Weather
Wind Walk
8th level:
Incendiary Cloud
Whirlwind
9th level:
Elemental Swarm (Air)
Storm of Vengeance