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paths:sorcerer_path:djinni_bloodline [2024/06/08 02:34] elfinlockspaths:sorcerer_path:djinni_bloodline [2025/11/25 02:45] (current) elfinlocks
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 ===== Wind Form (Sp) ===== ===== Wind Form (Sp) =====
  
-**Requirements:** BaB or CL 1, Knowledge (Planes) 3, 10 EXP+**Requirements:** [[chargen:common_terms#core_stats|CST]] 2, Knowledge (Planes) 3, 10 EXP
  
-As a Move Action once per day, you may assume a [[priority:magic:spells:tier3:gaseous_form|]], as the spell, for a number of minutes equal to your [[priority:magic|CL]]/[[priority:prowess|BaB]]. +As a Half Action once per day, you may assume a [[priority:magic:spells:tier3:gaseous_form|]], as the spell, for a number of rounds equal to your [[chargen:common_terms#core_stats|CST]]. 
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 ===== Conductivity (Sp) ===== ===== Conductivity (Sp) =====
  
-**Requirements:** Wind Form, BaB or CL 3, Knowledge (Planes) 5, 15 EXP+**Requirements:** Wind Form, [[chargen:common_terms#core_stats|CST]] 5, Knowledge (Planes) 5, 15 EXP
  
-As a standard action, you may spend 2 [[priority:magic#mana|MP]]/[[game_systems:tactic_pool|TP]] to electrify the surface of a 30 ft diameter area that you can see. Creatures within the area must make a Reflex save (DC 10 + your [[priority:magic|CL]]/[[priority:prowess|BaB]] + your Primary Attribute modifier) or be dazed for one round. Every round that creatures remain within the area, they must make another saving throw. This electrified terrain lasts for a number of rounds equal to your [[priority:magic|CL]]/[[priority:prowess|BaB]].+As a Half Action, you may spend 2 [[priority:magic#mana|MP]]/[[game_systems:tactic_pool|TP]] to electrify the surface of a 30 ft diameter area that you can see. Creatures within the area must make a Reflex save (DC 10 + your [[priority:magic|CL]]/[[priority:prowess|BaB]] + your Primary Attribute modifier) or be dazed for one round. Every round that creatures remain within the area, they must make another saving throw. This electrified terrain lasts for a number of rounds equal to your [[[chargen:common_terms#core_stats|CST]].
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 ===== Speed of the Wind (Ex) ===== ===== Speed of the Wind (Ex) =====
-**Requirements:** Conductivity, BaB or CL 5, Knowledge (Planes) 7, 20 EXP+**Requirements:** Conductivity, [[chargen:common_terms#core_stats|CST]] 10, Knowledge (Planes) 7, 20 EXP
  
-You gain 1 ft of land move speed per [[priority:magic|CL]]/[[priority:prowess|BaB]], to a maximum of an additional 20 ft of movespeed at [[priority:magic|CL]]/[[priority:prowess|BaB]] 20.+You gain 1 ft of land move speed per [[chargen:common_terms#core_stats|CST]] you possessrounding down to the nearest 5 ft. increment.
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 ===== Wind's Grace (Su) ===== ===== Wind's Grace (Su) =====
-**Requirements:** Speed of the Wind, BaB or CL 9, Knowledge (Planes) 10, 25 EXP+**Requirements:** Speed of the Wind, [[chargen:common_terms#core_stats|CST]] 15, Knowledge (Planes) 10, 25 EXP
  
 You gain a fly speed of 60 feet with average maneuverability. You gain a fly speed of 60 feet with average maneuverability.
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 ===== Storm's Wrath (Su) ===== ===== Storm's Wrath (Su) =====
-**Requirements:** Wind's Grace, BaB or CL 12, Knowledge (Planes) 15, 35 EXP+**Requirements:** Wind's Grace, [[chargen:common_terms#core_stats|CST]] 20, Knowledge (Planes) 15, 35 EXP
  
 When you successfully strike a creature with a melee weapon with the [[equipment:weapons:weaponenchantments#shock_1|Shocking]] property, you gain the benefits of [[paths:mobile_path#lightning_stance|Lightning Stance]] until the beginning of your next turn. Additionally, any spell you cast with the [Electricity] descriptor may critically hit, even if it would not normally be capable of doing so. If the spell does not normally require an attack roll, simply roll a D20 as part of casting the spell. Spells which do not normally require an attack roll possess a critical multiplier of 20/x2. When you successfully strike a creature with a melee weapon with the [[equipment:weapons:weaponenchantments#shock_1|Shocking]] property, you gain the benefits of [[paths:mobile_path#lightning_stance|Lightning Stance]] until the beginning of your next turn. Additionally, any spell you cast with the [Electricity] descriptor may critically hit, even if it would not normally be capable of doing so. If the spell does not normally require an attack roll, simply roll a D20 as part of casting the spell. Spells which do not normally require an attack roll possess a critical multiplier of 20/x2.
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-===== Supercell (Su) ===== 
-**Requirements:** Storm's Wrath, BaB or CL 15, Knowledge (Planes) 20, 50 EXP 
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-You become immune to electricity damage, and to adverse effects from any spell with the [Electricity] descriptor, and the speed of your Wind's Grace increases to 120 ft. with Perfect maneuverability. Your flight is never impeded by the weather, of magical or mundane nature. Lastly, you may use [[priority:magic:spells:tier7:control_weather|]] as a Spell-Like Ability at will, with no MP/TP cost. 
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