This page is read only. You can view the source, but not change it. Ask your administrator if you think this is wrong. ====== Djinni Bloodline ====== //You were born with the power of air genies, and the magic of the djinn is strong in you.// **Bloodline Skill:** [[priority:skills:knowledge|Knowledge]] (Planes) <WRAP round box> ===== Wind Form (Sp) ===== **Requirements:** [[chargen:common_terms#core_stats|CST]] 2, Knowledge (Planes) 3, 10 EXP 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]]. </WRAP> ---- <WRAP round box> ===== Conductivity (Sp) ===== **Requirements:** Wind Form, [[chargen:common_terms#core_stats|CST]] 5, Knowledge (Planes) 5, 15 EXP 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]]. </WRAP> ---- <WRAP round box> ===== Speed of the Wind (Ex) ===== **Requirements:** Conductivity, [[chargen:common_terms#core_stats|CST]] 10, Knowledge (Planes) 7, 20 EXP You gain 1 ft of land move speed per [[chargen:common_terms#core_stats|CST]] you possess, rounding down to the nearest 5 ft. increment. </WRAP> ---- <WRAP round box> ===== Wind's Grace (Su) ===== **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. </WRAP> ---- <WRAP round box> ===== Storm's Wrath (Su) ===== **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. </WRAP> ----