Storm Mage Prestige Class(reivsed, top post)

Merlion

First Post
Alrighty...I have yet to find a good treatment of the concept of a Storm/weather mage so I decided to write one myself. Here it is :-0

BAB and Saves are as the Wizard.



Storm mages are magic users who wish to master the power of storms and weather. Most start out as wizards or druids, but sorcerers are not uncommon as well. Many reside in coastal towns and cities and earn a living accompanying sailing ships on their voyages, using their powers to protect the ship from storms, as well as pirates, monsters, and other threats.
Hit die: d4

Requirements:
To become a Storm Mage, a character must fulfill all the following criteria:
Spells: Must be able to cast at least 5 different spells with one of the Air, Cold or Electricity descriptors, one of which must be 3rd level or higher.
Skills: Knowledge (Nature) 10 ranks, Survival 4 ranks
Feats: Combat Casting, Great Fortitude, Spell Focus (Conjuration)
Special: Must have spent at least a full day exposed to extremes of weather without protection. Must have taken damage from a magical electricity, cold or air effect.


Class Features:
All of the following are class features of the Storm Mage
Weapon and Armor proficiency: A Storm Mage gains no proficiency in any weapons or armor.
Spellcasting: a Storm Mage continues to train in magic. For every Storm Mage level gained, the characters caster level, spells known, and spells per day increase as though he had gained a level in a spellcasting class he belonged to prior to taking the prestige class. If the character belonged to more than one spellcasting class prior to taking the prestige class, he must decide which class to add each level of Storm Mage to for purposes of spellcasting. This does not increase any other class abilities based on level such as a Druid’s wildshape ability or a wizard’s bonus feats.
Storm Magic: Upon becoming a Storm Mage, the character gains access to the Storm Mage spell list. He may learn, prepare and cast these spells as normal for a member of his class. For instance, a Wizard may add the spells to his spell book, and a Druid may decide to prepare them when preparing spells for the day. Additionally, if the character prepares spells (Like a Wizard, Druid, or Cleric), he may prepare an extra Storm Mage spell at each spell level he can cast each day. Likewise, if the character doesn’t prepare spells but knows a limited number (Like a Sorcerer) the character gains an additional Storm Mage spell known at each spell level they can cast. This benefit continues as the character gains levels, so for instance a character who is a Sorcerer 7/ Storm Mage 2 can learn 2 5th level spells, one of which must be from the Storm Mage spell list.

Resistance (Su): a Storm Mage learns to resist the elements and energies of storms and weather. At second level, the Storm Mage gains resistance 5 to air, cold or electricity effects (Players choice). Every 2 levels thereafter, the Storm Mage gains an additional 5 points of resistance that may be applied to any of these 3 elements or energies as the character sees fit. So a 3rd level Storm Mage has 10 points of resistance, and may choose to have Cold Resistance 5 and Electricity resistance 5, or Cold Resistance 10. The resistance must be assigned in 5 point increments, otherwise it can be used as the Storm Mage sees fit.

Storm Power (Ex): A Storm Mage learns to master spells relating to storms and weather. At 1st level, the Storm Mage gains a +1 bonus to all caster level checks to overcome spell resistance when casting Storm Mage spells. Additionally, such spells gain the same bonus to saving throw DC. . this bonus increases by +1 at every third level thereafter (4th, 7th etc).


Storm Sight (Su): Continuing his attunement with the forces of weather, at 2nd level, a Storm Mage’s sight is not impeded by any sort of weather effects, natural or magical, be it rain, snow or wind. The Storm Mage may see in such conditions as though they did not exist.

Weather Eye (Ex): Storm Mages become increasingly in tune with the forces of weather. At 3rd level, a Storm Mage 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.

Stormshaper: at 3rd level, once per day a Storm Mage may cast a single Storm Mage spell that has an area, and change the area to one of the following options: Cylinder (10 ft radius, 30 ft high), 40-foot cone, four 10-ft cubes, or a ball (20 ft radius spread). At 8th level, he may use this ability twice per day.

Ignore Winds (Su): As a Storm Mage gains in knowledge he becomes able to ignore the effects of weather conditions. At 5th level, the Storm Mage totally ignores any negative effects of local wind speed. He is never moved or slowed against his will by winds, and need not make Concentration checks to cast spells in high winds. This ability even applies to winds generate by spells and spell-like abilities of 7th level and lower, and grants a +2 bonus to any saves or checks the Storm Mage may need to make against spells or spell like abilities of higher levels.

Ride the Winds (Su): A Storm Mage learns to manipulate the forces of weather and storms to his own best advantage. At 6th level, whenever a Storm Mage is in an area where the wind speed exceeds 30 miles per hour, he may fly as though under the effects of a Fly spell cast at 15th level. This effect remains as long as the wind speed around the Storm Mage remains over 30 miles per hour, or until the Storm Mage decides to stop using it. This ability is activated by winds created by spells or supernatural abilities.


Summon Lightning Or Hail (Sp): A Storm Mage eventually learns to call on the destructive power of the storm to harm his enemies. When in an area with a storm in the sky, or even hot and cloudy conditions, a Storm Mage of 9th level or higher may call down up to three bolts of lighting or blasts of hail. Either effect is a cylinder 5 ft in diameter and deals 6d8 points of electricity damage (for Lightning Bolts) or 3d8 points of bludgeoning damage and 3d8 points of cold damage (for Hail).
Storm Master: at 10th level, the Storm Mage reach’s the pinnacle of his power. Twice per day, he may use Control Weather as a Supernatural ability twice per day, and becomes completely immune to all negative natural weather effects including winds, hail, cold and lightning.

Level 1: Storm Magic, Storm Power +1
Level 2: Stormsight, Resistance 5
level 3: Predict Weather, Stormshaper 1/day
Level 4: Storm Power +2, Resistance 10
Level 5: Ignore Winds
Level 6: Ride the Winds, Resistance 15
Level 7: Storm Power +3
Level 8: Stormshaper 2/day, Resistance 20
Level 9: Summon Lighting Or Hail
Level 10: Storm Master, Storm Power +4, Resistance 25




Storm Mage Spell List

0th level:


1st Level:
Endure Elements, Faerie Fire, Obscuring Mist, Shocking Grasp, Vortex*
2nd Level:
Fog Cloud, Resist Elements
3rd Level:
Call Lightning, Gust of Wind, Lightning Bolt, Protection From Elements, Sleet Storm, Wind Wall
4th Level:
Ice Storm, Solid Fog
5th level:
Cloudkill, Control Winds
6th Level:
Acid Fog, Chain Lighting, Control Water, Control Weather, Whirlwind Blast*
7th level:
Blizzard*, Power Word: Stun, Windwalk
8th Level:
Whirlwind
9th level:
Elemental Swarm (Air or Water only), Storm of Vengeance




Heres the new spells:

Blizzard
Evocation [Cold, Water, Air]
Level: Dru 8, Elm 7, Sor/Wiz 7
Components: V, S, M
Range: Long (400 ft, +40 ft/level)
Area: Cylinder ( 40 ft wide, 60 ft high)
Duration: Concentration, up to 1 round/level
Saving Throw: See Text
Spell Resistance: Yes

This spell causes a storm of snow and ice to rage through the area of the spell. This has several effects on creatures in the area. All creatures take 4d6 points of damage each round of exposure. Additionally, any creature that takes damage from the spell is numbed with cold for the duration and can only take a single standard or move action each round. A creature is allowed a Fortitude save each round to reduce that rounds damage by half, and negate the numbing for that round.
Material Component: A white opal worth at least 500 GP



Whirlwind Blast
Transmutation [Air]
Wiz/Sor 6, Dru 7
Components: V, S
Range: Close (25 ft +5 ft/2 levels)
Area: Cone
Duration: 1 round
Saving Throw: See Text
Spell Resistance: Yes

This spell projects a swirling tornado towards your enemies. Creatures caught in the area take 1d6 points of wind damage per level, max 15d6, and are knocked prone and blown along the path of the spell to its end. A successful Reflex save halves the damage and causes the creature to be ejected from the cone of the spell, knocked prone. This spell does not function in an airless environment



Vortex
Transmutation [Air]
Sor/Wiz 1
Components: V, S
Range: Close (25 ft+ 5 ft/2 levels)
Effect: Column of wind 1 ft in diameter
Duration: Concentration, up to 1 round/ 3 levels
Saving Throw: None
Spell Resistance: Yes

This spell causes a swirling vortex of air to project from the casters hand towards a single target. You must succeed at a ranged touch attack to strike a target with the vortex. The impact of the blast deals 1d4 damage per caster level (max 5d4), and subjects the target to a bull rush. The vortex is treated as having a strength of 16+caster level and being Large size for this purpose. Each round, the target must make another opposed Strength against the vortex or be pushed back another 5 feet.
This spell does not function in an airless environment
 
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I like it overall, but I think the knowledge (nature) is too high. It would require anyone but a druid (or cleric w/ certain domains) to be 14th level before taking it.

Maybe reduce this part.
 

Wizards can also qualify quickly. It is a problem for Sorcerers, so I might cut it down. Although in my own personal campaign I plan on letting anyone who plays a class that doesnt have all knowledge skills as class skills to choose one. Also I hear that in 3er knowledge skills will be more common.
But thank you for the advice. you think its pretty well balanced? The first draft got +5 storm power, and I didnt think to cap Widen storm. I think its pretty good now.
 



Merlion said:
Hmm...interesting Nifft. a little more specfic than what I was going for.
What do you think of mine?

I think it's a bit too powerful. The abilities are very cool -- I'm thinking of stealing that "fly in high winds" ability -- but coupled with full spell progression, it's just too good.

About the spell list:

- I'd add Earthquake, Fire Storm, Sound Burst (but called Thunder Clap), Shout (but called Thunder Bolt), and Incindiary Cloud.

- I'd remove Cloudkill and Power Word: Stun. They're not very stormy.

I put my PrC together using the rules for Super Heroes from the Four Colors to Fantasy PDF. It's a good source for pricing cool abilities -- such as your "Ride the Wind" ability, or my "throw lightning bolts at will" ability.

-- Nifft
 

Eh....the original was too powerful...I dont think this is. Most of the abilities offer little to no combat ability and the spell list is very limited.
Sound Burst and Shout might be interesting. Fire Storm, Incendiary Cloud, and Earthquake no...if I was making a Natural Disaster Mage yes but despite Fire Storms name I think anything fire related is right out personaly...and Earthquake is totaly "un stormy".
However I apreciate the suggestions...I will probably be writting and posting some new "stormy" spells. Actualy a few I have already written would work.
Edit: Your right about Power Word: Stun largely. I think Cloudkill fits. Really "storm" mage just sounds good. Weather Mage would be just as accurate. So almost anything involving air and the atmosphere fits pretty well...if theirs no fire involved.
 
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Merlion said:
Eh....the original was too powerful...I dont think this is. Most of the abilities offer little to no combat ability and the spell list is very limited.

The class allows the effect of a School Specialization (+1 spell/level from a limited list) or a Bonus Domain (as above), and a few cool abilities, and full spellcasting progression.

For a Sorcerer, it's a no-brainer -- and IMHO that makes it too good. Consider making some of the levels not grant spells.

Anyway, for the spell list: consider a Cold-substituted version of those spells (Fire Storm -> Eldrich Blizzard; Incendiary Cloud -> Freezing Cloud).

Personally, I don't think that poison or Acid are particularly stormy either -- I'd stick to Cold and Electricity effects.

-- Nifft
 

Nifft said:
I put my PrC together using the rules for Super Heroes from the Four Colors to Fantasy PDF. It's a good source for pricing cool abilities -- such as your "Ride the Wind" ability, or my "throw lightning bolts at will" ability.

-- Nifft

Speaking of which, Four-Color to Fantasy actually has a sample character who is a storm-maker. It was rather hard to avoid making her a Storm rip-off from the X-Men, but I think the backstory (druid ecoterrorist who gained powers in a magical explosion) and setting (alternate reality fantasy 19th century London) make her stand out.

I'm a big fan of stormy characters. Heck, my whole current campaign has an undead air mage as the main villain, and most of the plot revolves around journeying on a quest of pilgrimage for a young aeromancer.

However, this class is overpowered. They get everything a sorcerer or wizard would, plus extra powers out the yazoo. To be balanced, it would need to be be heavily toned down.
 

Too powerful as written, especially for wizards or multiclass sorceror (who buy up K:N cross-class). Druids is a narrower contention (probably even slightly weak).

A wizard loses two feats, which is easily overcompensated for by the DC boosts (think two extra Spell Foci!)

He loses familiar progression.

In return, he gains :
Any extra spell/day (very useful).
25 points' worth of resistance (very handy)
A whole bunch of miscellaneous bonus spells and special abilities.

The multiclass sorceror only loses familiar progression!

Essentially, the tradeoff is far too limited for wizards and multiclass sorcerors- the only problem is that by reducing the power of the class the tradeoff is far too expensive for druids. I think you're either going to have to make a it a primarily arcane PrC (nerfing druid/stormmasters) and tone down the powers; or require some druidic abilities.
 

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