Author Topic: Circle - Blustering Gale  (Read 4011 times)

Offline DonQuixote

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Circle - Blustering Gale
« on: November 10, 2011, 10:01:04 PM »
Formula List
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Blustering Gale
The Blustering Gale circle is a circle of mobility and quick action.  Spellshapers who master this circle are acutely aware that true strength lies in strategy, not just force.

Spellshape Attack
The spellshape attack associated with the Blustering Gale circle is lashing zephyr.  A lashing zephyr is a fierce blast of slicing wind with a range of 60 feet and the [Air] descriptor.  It is a ranged attack that affects a single target, dealing 1d8 points of slashing damage.  For every four shaper levels beyond 1st, you deal an additional 1d8 points of slashing damage to the subject, to a maximum of 5d8 at 17th level.
   Unlike many other spellshape attacks, lashing zephyr is not a touch attack—it is a normal ranged attack.  However, your mastery of the wind grants you insight on your attacks: you gain a bonus on attack rolls with lashing zephyr equal to ½ your shaper level.  In addition, lashing zephyr is not subject to spell resistance, as it is the cutting force of the wind, not the magic that forms it, that damages your opponent.  For the same reason, lashing zephyr is subject to damage reduction, though it counts as a magic weapon for the purposes of overcoming it.

Numen
While under the effect of the Blustering Gale numen, you and your allies become as light as air, allowing you to treat any fall as if the distance were 20 feet less.  In addition, an affected creature gains a +10-foot enhancement bonus to its base land speed.  This bonus increases by 10 feet for every four shaper levels you have, to a maximum of +60 feet at 20th level.

Incantations
The incantations of the Blustering Gale circle allow a spellshaper to control the wind, transform into a gaseous form, and fly at great speeds.

Command Air
Blustering Gale (Incantation) [Air]
Level: Least
Shaping Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Area: 50-ft.-radius spread
Duration: Concentration, up to 1 min./level
Saving Throw: None
Spell Resistance: No

This incantation gives you some control over wind speed and direction.  The speed of the wind within the area of this incantation can be increased or decreased by up to 10 miles per hour.  For every five shaper levels you possess, you can modify the wind speed by an additional 10 miles per hour, to a maximum change in wind speed of 50 miles per hour.
   This incantation also gives you the ability to alter the direction of the wind by as much as 90 degrees (turning a north wind into an east wind, for instance).
   Powerful enough winds can cause creatures to be blown away, knocked down, or checked; see Table 3-24, page 95 of the Dungeon Master's Guide.
   Unless the DM determines the day to be particularly windy or calm, determine the initial wind speed when you first shape this incantation by rolling 1d20.  The result is the current wind speed in miles per hour.

Air Form
Blustering Gale (Incantation)
Level: Lesser
Shaping Time: 1 standard action
Range: Touch
Target: Willing corporeal creature touched
Duration: 2 min./level (D)
Saving Throw: None
Spell Resistance: No

The subject and all its gear become insubstantial, misty, and translucent.  It gains the fluid subtype (including the malleable form ability) and the gaseous special quality.  The subject's material armor (including natural armor) becomes worthless, though its size, Dexterity, deflection bonuses, and armor bonuses from force effects still apply.  It can't attack, shape formulae, or cast spells with verbal, somatic, material, or focus components while in air form.  The subject also loses supernatural abilities while in air form.  If the subject has a touch spell ready to use, the spell is discharged harmlessly when this incantation takes effect.
   A creature in air form can't run, but it can fly at a speed of 10 feet (maneuverability perfect).  As a fluid creature, it can pass through small holes or narrow openings, even mere cracks, with all it was wearing or holding in its hands, as long as the incantation persists.  The creature is also subject to the effects of wind, and it can't enter water or other liquid.  It also can't manipulate objects or activate items, even those carried along with its gaseous form.  Continuously active items remain active, though in some cases their effects may be moot.

Air Stride
Blustering Gale (Incantation) [Air]
Level: Greater
Shaping Time: 1 standard action
Range: Touch
Targets: You and one touched creature per three levels
Duration: 1 hour/level (D); see text
Saving Throw: None and Will negates (harmless)
Spell Resistance: No and Yes (harmless)

You alter the substance of your body to a cloudlike vapor (as the Air Form incantation) and move through the air, possibly at great speed.  You can take other creatures with you, each of which acts independently.
   Normally, an air strider flies at a speed of 10 feet with perfect maneuverability.  If desired by the subject, a magical wind wafts an air strider along at 600 feet per round (60 mph) with poor maneuverability.  Air striders are not invisible, but rather appear misty and translucent.  If fully clothed in white, they are 80% likely to be mistaken for clouds, fog, vapors, or the like.
   An air strider can regain its physical form as desired and later resume the cloud form.  Each change to and from vaporous form takes 5 rounds, which counts toward the duration of the incantation (as does any time spent in physical form).  As noted above, you can dismiss the incantation, and you can even dismiss it for individual air striders and not others.
   For the last minute of the incantation's duration, an air strider in cloud form automatically descends 60 feet per round (for a total of 600 feet), though it may descend faster if it wishes.  This descent serves as a warning that the incantation is about to end.




Formulae
The formulae of the Blustering Gale circle focus just as much on keeping foes from landing attacks as they do on blowing enemies away with tempestuous winds.

Baffling Winds
Blustering Gale (Minor) [Air]
Level: Elemental adept 2, impulse mage 2, spellsage 2, spellshape champion 2
Prerequisite: One Blustering Gale formula
Shaping Time: 1 swift action
Range: Personal
Target: You
Duration: 3 rounds

This formula surrounds your body with currents of wind that cause your outline to appear blurred, shifting, and wavering.  This distortion grants you concealment (attacks against you have a 20% miss chance).
   A see invisibility spell does not counteract the blurring effect of these winds, but a true seeing spell does.
   Opponents that cannot see you ignore this formula’s effect (though they still take the normal penalties for fighting an unseen opponent).


Binding Gale
Blustering Gale (Major) [Air]
Level: Elemental adept 5, impulse mage 5, spellsage 5, spellshape champion 5
Prerequisite: Two Blustering Gale formulae
Shaping Time: 1 standard action
Range: Lashing zephyr attack
Target: One creature
Duration: 4 rounds
Saving Throw: Reflex negates
Spell Resistance: As spellshape

As a part of shaping this formula, you make a single lashing zephyr attack that deals an extra 8d8 points of damage.  If it hits, your target must make a Reflex save or be surrounded by a flurry of winds that forms a physical barrier around him.
   A creature caught in a binding gale may act normally, but cannot move from its current location.  The winds carry such a creature’s voice away, so it can speak but cannot be heard, and cannot hear anything but the roar of the winds.  Furthermore, no sonic or language-dependent spells or effects may be cast into or out of the binding gale (though spells cast by the creature upon himself function normally).  Ranged attacks made into or out of a binding gale suffer a –2 penalty.
   A binding gale holds flying creatures in mid-air.


Blessing of the Sky
Blustering Gale (Minor) [Air]
Level: Elemental adept 8, impulse mage 8, spellsage 8, spellshape champion 8
Prerequisite: Four Blustering Gale formulae
Shaping Time: 1 swift action
Range: Personal
Target: You
Duration: 6 rounds

When you shape this formula, you gain a flight speed of 90 ft., with perfect maneuverability.  Moreover, your movement (whether airborne or not) is unaffected by winds of less than hurricane strength (see page 95 of the Dungeon Master’s Guide).
   While airborne, you gain a +2 competence bonus on lashing zephyr attack rolls and damage rolls.  Moreover, the winds whipping around you (the equivalent of a windstorm) cause ranged weapon attacks made against you to automatically miss, and even siege weapons take a –4 penalty on attack rolls.  Melee attacks made against you by Huge or smaller creatures have a 50% miss chance, and medium or smaller creatures cannot enter your space (such as to bull rush you or tumble through your space).
   Should the formula’s duration expire while you are still aloft, the magic fades slowly.  You float downward 60 feet per round for 1d6 rounds.  If you reach the ground in that amount of time, you land safely.  If not, you fall the rest of the distance, taking 1d6 points of damage per 10 feet of fall.  Since dispelling a formula effectively ends it, you also descend in this way if the formula is dispelled, but not if it is negated by an antimagic field.
   This formula has no effect if shaped underwater or in an airless environment.


Call Tempest
Blustering Gale (Major) [Air]
Level: Elemental Adept 9, impulse mage 9, spellsage 9, spellshape champion 9
Prerequisite: Five Blustering Gale formulae
Shaping Time: 1 standard action
Range: Lashing zephyr attack
Target: One creature
Effect: 10-ft.-radius tornado, up to 100 ft. tall, centered on target
Duration: 5 rounds
Saving Throw: Fortitude partial
Spell Resistance: See text

As a part of shaping this formula, you make a single lashing zephyr attack that deals an extra 10d8 points of damage.  If it hits, the winds of your attack create a tornado that wreaks destruction as you direct, flinging your foes into the air and destroying nearby structures.  The tornado created by this formula affects creatures differently, depending on their size and where they are in relation to the twister.  If a creature has spell resistance, it applies to the effects of the tornado.
   Near the Tornado: Large or smaller creatures who start their turn within 30 feet of the center of the tornado must succeed on a Fortitude save or be dragged 1d4x5 feet towards the center of the twister, taking 1d4 points of nonlethal damage per 10 feet dragged.
   Huge creatures within 15 feet of the twister must succeed on a Fortitude save or be knocked prone.  Gargantuan and Colossal creatures within 15 feet of the twister must succeed on a Fortitude save before moving away from the twister.
   Flying creatures of size Huge or smaller that fail their Fortitude saves are sucked to the center of the twister, taking 2d6 points of damage from the battering and buffeting.  Gargantuan flying creatures must succeed on a Fortitude save or be pulled 1d6x5 feet toward the center of the twister.  Colossal flyers must likewise make Fortitude saves or be pulled 1d4x5 feet toward the twister’s center.
   Inside the Tornado: Creatures who start their turn inside the tornado take 5d8 points of damage each round that they remain inside it.  Creatures inside the tornado can’t do much; attacks, spellcasting, and movement are impossible within a tornado created by this formula.  When the tornado dissipates, it expels all creatures within it: a creature expelled by this tornado reappears 2d6x5 feet away from the twister’s center in a random direction, and 2d6x5 feet off the ground (immediately falling if it can’t fly).
   Terrain and Structures: The tornado uproots trees and other vegetation automatically, and it leaves a trail of dense rubble (as described on page 90 of the Dungeon Master’s Guide) wherever it goes.  Structures within a tornado created by this formula take 2d6x10 points of damage per round.  In a round or two, that is sufficient to destroy any building made of materials less sturdy than reinforced masonry.
   No ranged attacks can pass through the twister.  The tornado extinguishes all flames it touches.  Listen checks are impossible within a tornado created by this formula.
   The tornado created by this formula remains stationary unless you direct it elsewhere as a move action.  It moves up to 30 feet per round.


Confounding Gusts
Blustering Gale (Major) [Air]
Level: Elemental adept 4, impulse mage 4, spellsage 4, spellshape champion 4
Prerequisite: Two Blustering Gale formulae
Shaping Time: 1 standard action
Range: Lashing zephyr attack
Target: One creature
Duration: 3 rounds
Saving Throw: Reflex negates
Spell Resistance: As spellshape

As a part of shaping this formula, you make a single lashing zephyr attack that deals an extra 6d8 points of damage.  If it hits, your target must make a Reflex save or be surrounded by shifting winds that render him unable to follow the movements of you and your allies.  An affected target takes a –2 penalty on attack rolls and cannot make attacks of opportunity.  Furthermore, you and your allies gain a +2 circumstance bonus on attack rolls made against it.


Denying Wind
Blustering Gale (Major) [Air]
Level: Elemental adept 7, impulse mage 7, spellsgae 7, spellshape champion 7
Prerequisite: Three Blustering Gale formulae
Shaping Time: 1 standard action
Range: Lashing zephyr attack
Target: One living creature
Duration: 8 rounds
Saving Throw: Fortitude partial; see text
Spell Resistance: As spellshape

As a part of shaping this formula, you make a single lashing zephyr attack that deals an extra 8d8 points of damage.  If it hits, you remove the air from the area around your target.  Every round at the beginning of its turn, an affected creature must make a Fortitude save or be unable to take any actions for 1 round.  On a successful save, a creature must then make a second Fortitude save or be nauseated for 1 round instead.  A creature that succeeds on both saves may act normally.
   If the target fails the primary Fortitude save four or more times, it immediately drops to 0 hit points and falls unconscious.
   This formula has no effect on constructs, undead, and other creatures that do not need to breathe.


Embrace of the Air
Blustering Gale (Minor) [Air]
Level: Elemental adept 3, impulse mage 3, spellsage 3, spellshape champion 3
Prerequisite: One Blustering Gale formula
Shaping Time: 1 swift action
Range: Personal
Target: You
Duration: 3 rounds

This formula grants you a fly speed of 60 feet, with good maneuverability.  You may attack and shape formulae normally while flying.
   Should the formula’s duration expire while you are still aloft, the magic fades slowly.  You float downward 60 feet per round for 1d6 rounds.  If you reach the ground in that amount of time, you land safely.  If not, you fall the rest of the distance, taking 1d6 points of damage per 10 feet of fall.  Since dispelling a formula effectively ends it, you also descend in this way if the formula is dispelled, but not if it is negated by an antimagic field.


Flattening Gale
Blustering Gale (Major) [Air]
Level: Elemental adept 3, impulse mage 3, spellsage 3, spellshape champion 3
Prerequisite: One Blustering Gale formula
Shaping Time: 1 standard action
Range: Lashing zephyr attack
Target: One creature
Area: Cylinder (20-ft. radius, 100 ft. high) centered on target
Duration: Instantaneous
Saving Throw: Reflex partial; see text
Spell Resistance: As spellshape

As a part of shaping this formula, you make a single lashing zephyr attack that deals an extra 4d8 points of damage.  If it hits, the wind grows into a column of turbulent air that rushes toward the earth.  Airborne creatures caught in the area of this downdraft must succeed on a Reflex save or immediately plummet up to 100 feet straight downward, taking falling damage (1d6 points of damage per 10 feet fallen) if the draft makes them hit the ground or collide with an object.  Those who succeed on this Reflex save plummet only 50 feet.
   Creatures already on the ground must succeed on a Reflex save or be knocked prone by the blast.


Flattening Gust
Blustering Gale (Major) [Air]
Level: Elemental adept 1, impulse mage 1, spellsage 1, spellshape champion 1
Shaping Time: 1 standard action
Range: Lashing zephyr attack
Target: One creature
Duration: Instantaneous
Saving Throw: None
Spell Resistance: As spellshape

As a part of shaping this formula, you make a single lashing zephyr attack.  If it hits, the wind makes a trip attempt against your target.  This trip attempt does not provoke attacks of opportunity.  Its attack bonus equals your shaper level + your spellshaping ability modifier + 2 for the wind’s Strength score (14).  The wind gets a bonus of +1 on the trip attempt for every three shaper levels, to a maximum of +5 at 15th level.


Gustwall
Blustering Gale (Major) [Air]
Level: Elemental adept 2, impulse mage 2, spellsage 2, spellshape champion 2
Prerequisite: One Blustering Gale formula
Shaping Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: Wall up to 40 feet long and 20 feet high (S)
Duration: 1 round
Saving Throw: None or Fortitude; see text
Spell Resistance: Yes

This formula creates an invisible vertical curtain of wind.  It is 2 feet thick and of considerable strength.  Small and smaller creatures cannot pass through the barrier, and a Medium creature must make a Fortitude save in order to pass through.  Arrows and bolts are deflected upward and miss, while any other normal ranged weapon passing through the wall has a 30% miss chance.  (A giant-thrown boulder, a siege engine projectile, and other massive ranged weapons are not affected.)  Gases, most gaseous breath weapons, and creatures in gaseous form cannot pass through the wall (although it is no barrier to incorporeal creatures).
   While the wall must be vertical, you can shape it in any continuous path along the ground that you like.  It is possible to create cylindrical or square walls to enclose specific points.


Jetstream
Blustering Gale (Minor) [Air]
Level: Elemental adept 4, impulse mage 4, spellsage 4, spellshape champion 4
Prerequisite: Two Blustering Gale formulae
Shaping Time: 1 swift action
Range: Personal
Targets: You and all allied creatures within 60 ft.
Duration: Instantaneous

When you shape this formula, you create a current of wind that allows you and all allies within 60 feet of you to immediately move up to 10 feet.  This movement does not provoke attacks of opportunity, nor does it count toward fulfilling the minimum movement requirements of any special abilities or feats, such as a scout's skirmish ability.


Lashing Squall
Blustering Gale (Major) [Air]
Level: Elemental adept 6, impulse mage 6, spellsage 6, spellshape champion 6
Prerequisite: Three Blustering Gale formulae
Shaping Time: 1 standard action
Range: Lashing zephyr attack
Target: One creature
Effect:  60-ft. cone-shaped emanation, centered on you
Duration: 4 rounds
Saving Throw: Fortitude negates; see text
Spell Resistance: See text

As a part of shaping this formula, you make a single lashing zephyr attack that deals an extra 8d8 points of damage.  If it hits, the wind intensifies into a cone of flaying wind that flows out from your location with the force of a windstorm (DMG 95).  Creatures in the affected area of Small or smaller size are knocked prone and rolled 1d4x10 feet, taking 1d4 points of nonlethal damage per 10 feet.  Medium creatures are knocked prone, and creatures of Large or Huge size are unable to move toward the origin point of the one.  A successful Fortitude save allows the creature to move normally in that round.
   In addition, the roaring winds slice into the flesh of those within in the cone.  In each round when an affected creature fails its saving throw, it takes 1d8 points of damage.
   The wind of this squall automatically extinguishes candles, torches, and similar unprotected flames.  It causes protected flames, such as those of lanterns, to dance wildly and has a 50% chance to extinguish these lights.  This wind continues to blow from the origin point to the wide end of the cone for the duration of the formula.  Any creature within this area is entitled a saving throw each round to ignore the effects of the wind.  If a creature has spell resistance, it applies to the effects of the wind.


Lesser Cyclone
Blustering Gale (Major) [Air]
Level: Elemental adept 3, impulse mage 3, spellsage 3, spellshape champion 3
Prerequisite: One Blustering Gale formula
Shaping Time: 1 standard action
Range: Lashing zephyr attack
Target: One creature
Area: 20-ft.-radius spread centered on target
Duration: 1 round
Saving Throw: See text
Spell Resistance: As spellshape; see text

As a part of shaping this formula, you make a single lashing zephyr attack that deals an extra 3d8 points of damage.  If it hits, your attack creates a whirling mass of air that knocks your foes from their positions.  Creatures within the area of this cyclone must succeed on Fortitude saves as described in the gust of wind spell to avoid being checked or moved by the winds.  Creatures blown over or moved by the wind are pushed in a random direction.  If a creature has spell resistance, it applies to the effect of this wind.
   In addition, the force of the winds causes 1d8 points of slashing damage per shaper level (maximum 10d8); this damage is subject to damage reduction, and creatures are allowed a Reflex save for half damage.  The winds also deal damage to objects within the spread, though hardness will often negate this damage.


Lungscour
Blustering Gale (Major) [Air]
Level: Elemental adept 2, impulse mage 2, spellsage 2, spellshape champion 2
Prerequisite: One Blustering Gale formula
Shaping Time: 1 standard action
Range: Lashing zephyr attack
Target: One living creature
Duration: 3 rounds
Saving Throw: Fortitude partial
Spell Resistance: As spellshape

As a part of shaping this formula, you make a single lashing zephyr attack that deals an extra 2d8 points of damage.  If it hits, you force your attack into your foe’s lungs, where it continues to damage him.  Each round of the formula’s duration, your foe must make a Fortitude save or take another 2d8 points of damage.


Soaring Leap
Blustering Gale (Minor) [Air]
Level: Elemental adept 1, impulse mage 1, spellsage 1, spellshape champion 1
Shaping Time: 1 swift action
Range: Personal
Target: You
Duration: Instantaneous

When you shape this formula, you leap upward, shaping the air behind you.  You gain 10 feet per shaper level of altitude, and then gently float back down to the ground.  At any point during your descent, you can move up to 5 feet laterally for each 10 feet you descend.


Sphere of Chaotic Winds
Blustering Gale (Major) [Air]
Level: Elemental adept 4, impulse mage 4, spellsage 4, spellshape champion 4
Prerequisite: Two Blustering Gale formulae
Shaping Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: 2-ft.-radius sphere
Duration: 5 rounds
Saving Throw: Fortitude partial; see text
Spell Resistance: Yes

When you shape this formula, you create a violently swirling sphere of air.  As a move action, you can make the sphere travel up to 30 feet per round and strike a creature or object you indicate.  Any creature struck by the sphere takes 3d8 points of damage from the force of its winds.  In addition, Medium or smaller creatures must succeed on a Fortitude save or be knocked prone.  Creatures that fall prone must then succeed on a second Fortitude save or be swept up by the sphere and drive 1d8x10 feet into the air, dropping 1d6 squares from their original position in a random direction and taking falling damage as normal.
   If some obstacle prevents the subject creature from reaching its expelled height, it takes 1d6 damage for every 10 feet of movement it was unable to complete, then takes falling damage as normal when it hits the ground.
   The sphere can affect a maximum of one creature or object per round, and winks out if it exceeds the formula’s range.


Tornado Blast
Blustering Gale (Major) [Air]
Level: Elemental adept 5, impulse mage 5, spellsage 5, spellshape champion 5
Prerequisite: Two Blustering Gale formulae
Shaping Time: 1 standard action
Range: Lashing zephyr attack
Target: One creature
Duration: 5 rounds
Saving Throw: Reflex negates
Spell Resistance: As spellshape

As a part of shaping this formula, you make a single lashing zephyr attack that deals an extra 6d8 points of damage.  If it hits, your target must make a Reflex save or be picked up by a small tornado.  A creature held in a tornado is suspended in the powerful winds and takes 2d8 points of damage each round.  As a move action, you can command the tornado to move up to 30 feet, carrying the trapped creature with it.  A creature that can fly is allowed an additional Reflex save each round to escape the tornado.  If the save is successful, the creature escapes the tornado (though it still takes damage for that round).
   A creature trapped in this tornado cannot move except to go where the tornado carries it or to escape the winds.  It can otherwise act normally, but must succeed on a Concentration check (DC 15 + spell level) to cast a spell.  In addition, it takes a -4 penalty to Dexterity and a -2 penalty on attack rolls.


Touch of the Winds
Blustering Gale (Minor) [Air]
Level: Elemental adept 5, impulse mage 5, spellsage 5, spellshape champion 5
Prerequisite: Two Blustering Gale formulae
Shaping Time: 1 swift action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: 5 rounds
Saving Throw: Reflex negates (harmless)
Spell Resistance: No

This formula surrounds you or one of your allies with currents of wind that obscure your form, granting total concealment (attacks against the subject have a 50% miss chance).  In addition, an affected creature gains a +20 foot enhancement bonus to all movement speeds.
   A see invisibility spell does not counteract the obscuring effect of these winds, but a true seeing spell does.
   Opponents that cannot see the subject of this formula ignore the formula's obscuring effect (though they still take the normal penalties for fighting an unseen opponent).


Windform Ally
Blustering Gale (Minor) [Air]
Level: Elemental adept 6, impulse mage 6, spellsage 6, spellshape champion 6
Prerequisite: Three Blustering Gale formula
Shaping Time: 1 swift action
Range: 5 ft.
Effect: A swirling mass of animated wind
Duration: 5 rounds
Saving Throw: None
Spell Resistance: No

By shaping this formula, you create a living mass of whirling air.  It remains within 5 feet of you at all times, constantly matching your speed and mode of travel—even if you are mounted or magically accelerated.  Any time you are attacked, it moves to deflect the attack with its winds, granting you a +6 deflection bonus to Armor Class.  As a move action in any round, you can command the windform ally to make a single attack against any creature within 5 feet.  It strikes with whirling winds, using your shaper level as its base attack bonus and applying your key spellshaping ability modifier to the roll.  The attack deals 1d8 points of slashing damage +1 extra point per three shaper levels (maximum +10).
   At any point before the formula expires, you can turn the windform ally loose and order it to fight on its own as a free action.  It then moves at a speed of 60 feet to attack any foe you designate.  It continues to use your shaper level as its base attack bonus and your key spellshaping ability modifier for its attack rolls, and it can make as many attacks per round as its base attack bonus allows.  You need not concentrate on the windform ally as long as it is fighting a specific opponent, but commanding it to change foes requires a move action.  If its opponent falls, the windform ally waits for your direction.
   Once you have turned the windform ally loose, you lose the deflection bonus to Armor Class that it provided, and you cannot regain it.


Windlock
Blustering Gale (Major) [Air]
Level: Elemental adept 1, impulse mage 1, spellsage 1, spellshape champion 1
Shaping Time: 1 standard action
Range: Lashing zephyr attack
Target: One creature
Duration: 3 rounds
Saving Throw: Reflex partial
Spell Resistance: As spellshape

As a part of shaping this formula, you make a single lashing zephyr attack.  If it hits, your target must make a Reflex save or be surrounded by winds that impede his movement.  An affected target takes a –1 penalty on melee attack rolls and a –2 penalty on Reflex saves.  In addition, it has its base speed reduced by 10 feet (to a minimum of 5 feet) for the duration of the formula.  If a target has multiple modes of movement, each is reduced accordingly.
   If your target is already under an effect that curtails its ability to move, it also takes a –4 penalty to Dexterity for the duration of this formula, even if the other effect ends before this one does.


Winds of Change
Blustering Gale (Major)
Level: Elemental adept 7, impulse mage 7, spellsage 7, spellshape champion 7
Prerequisite: Three Blustering Gale formulae
Shaping Time: 1 swift action
Range: Personal
Targets: You and all allied creatures within 60 ft.
Duration: Instantaneous

When you shape this formula, you create a current of wind that allows you and all allies within 60 feet of you to immediately move up to 20 feet.  This movement does not provoke attacks of opportunity, nor does it count toward fulfilling the minimum movement requirements of any special abilities or feats, such as a scout's skirmish ability.
« Last Edit: November 14, 2012, 11:06:26 AM by DonQuixote »
“Hast thou not felt in forest gloom, as gloaming falls on dark-some dells, when comes a whisper, hum and hiss; savage growling sounds a-near, dazzling flashes around thee flicker, whirring waxes and fills thine ears: has thou not felt then grisly horrors that grip thee and hold thee?”