Campaign of the Month: January 2015
Skies of Glass
- Transmutation [Air, Electricity]
- Level: Red/Blue 8
- Components: V, S, DF/F (A globe of glass and a pinch of fur)
- Casting Time: 1 standard action
- Range: Personal
- Target: You
- Duration: 1 minute/level (D)
- Saving Throw: No
- Spell Resistance: Yes; see text
You harness the powers of wind and storm to move, protect yourself, and attack.
You can fly at a speed of 40 feet with perfect maneuverability. Neither your armor nor your load affects this fly speed, and you may fly even while wearing heavy armor or carrying a heavy load. Because of the intense winds whipping around you, nonmagical arrows and bolts are automatically deflected, while magical arrows and bolts and thrown weapons gain a 75% miss chance against. Siege weapons and effects like a giant’s throw boulder ability only suffer a 50% miss chance. Either way, all ranged attacks against you suffer a -4 penalty on their attack roll. You are completely unaffected by natural or magical wind of less than hurricane force, easily able to hold your position and not subject to other adverse effects of all but the most extreme wind. Gases and most gaseous breath weapons cannot pass though the winds.
Finally, you can discharge a bolt of electricity from your eyes once per round. You enemies’ spell resistance applies to these lightning attacks. Doing this is a standard action that does not provoke attacks of opportunity, has a range of 100 feet, and requires a ranged touch attack. You gain a +3 bonus on the attack roll if the opponent is wearing metal armor, made out of metal, or carrying a lot of metal. If you hit, the bolt deals 1d6 points of electricity damage per two caster levels (maximum 10d6), with no saving throw allowed. Spell resistance applies to this bolt.