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Descriptors: Fire, Poison

Class: Stormbound

Slot: Storm

Saving Throw: Reflex (see text), Fortitude (see text)

The air surrounding you shimmers with an eerie heat as small embers and flecks of ash fall from the air around you.

Investing this veil with at least one point of essence causes embers and ash to begin to fall within the area of your storm, igniting creatures and objects. Unattended flammable objects within the area of the storm immediately ignite, but these flames do not consume those items and automatically extinguish if this veil is uninvested or suppressed, or if the flames leave the area of the storm. Most objects formed of biological material are considered flammable objects for the purposes of this veil (such as grass, trees, corpses of living creatures, etc). If a burning object becomes attended, the flames go out at the beginning of the turn it becomes attended. If a flammable attended object becomes unattended, it ignites at the end of the turn it becomes unattended.

Creatures who enter a space containing a burning object, end their turn in the space of a burning object, or attempt to interact or are forced into contact with a burning object must make a Reflex saving throw. If they fail, they take 1d6 points of Fire damage and catch on fire. A creature who is already on fire does not suffer this effect. Interacting with a burning creature (such as by attacking them, touching them, or entering their space or ending their turn in their space) also causes them to suffer these effects. A creature cannot be affected by this ability more than once each round.

Creatures set on fire by this veil must make a Reflex saving throw at the beginning of each of their turns or take an additional 1d6 points of Fire damage. A success means the fire has gone out, dealing no damage and ending the effects. The effects also end if the creature leaves the area of the storm. The creature may also extinguish the flames by jumping in enough water to douse themselves. By rolling on the ground to extinguish themselves as a full-round action they can make an additional save against this effect with a +4 bonus (only if the ground isn’t on fire). A failed save doesn’t cause additional damage.

Essence: For each point of essence invested in this veil beyond the first, creatures interacting with burning objects and creatures suffer an additional 1d6 fire damage, and burning creatures suffer an additional 1d6 fire damage.

Chakra Bind (Storm): [St9] Binding this veil to your Storm chakra causes burning creatures and objects to emit a choking smoke which makes it difficult to see and breath within the area of the storm. While invested with at least one point of essence, the area of the storm fills with choking smoke which conceals the entire area of the storm as the fog cloud spell. Wind does not disperse the effects of this storm.

Creatures who end their turn in the storm without holding their breath must make a Fortitude saving throw or become sickened until they spend one full round outside of the storm. They also suffer from a coughing fit, dazing them until the beginning of their next turn. The saving throw DC of this effect increases by +1 for each consecutive round a creature spends within the area of the storm (even if they are holding their breath). This is a poison effect.

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