Storm (Shield Magic Property)
Storm (Shield Magic Property)
A shield with this special ability is typically decorated with some sort of an aerial motif. Perhaps a fanciful design with clouds, or a more abstract design indicating some sort of a vortex or cyclone.
As a standard action, the wielder of this shield may cause a whirling mass of roaring wind to manifest adjacent to their space, the whirling mass is roughly spherical or circular and filling a ten foot, unblocked, unoccupied square (a 2x2x2 square space). This whirling mass occupies that ten foot space as though it were a creature, and can be moved around by Combat Maneuvers or forced movement, or it can be moved into or through by such means as Clamber checks or Overruns. Any required checks are made against the Maneuver Defense of the wielder of the shield.
Any enemy creature which ends their turn adjacent to or inside the vortex suffers (Order 3 damage): 1d6+2 points of damage per character level (max 12d6+24 at character level 12) as buffeting (physical, uncommon) damage.
As a move action, the wielder of the shield can command the mass of whirling wind to move a distance equal to the wielder's Walk speed, using Greater Flight as its movement type. The mass of air cannot hold or manipulate anything in any way. If not commanded to move, the mass of air remains at rest, occupying a square as an ally creature of the wielder and all of their allies.
Up to once per round, as a standard action, if the wielder of the shield has line of sight to the whirling air and it is within the distance they could cover with a Run maneuver, the wielder of the shield may command the whirling air to buffet a creature it is adjacent to. The wielder of the shield makes a Maneuver Offense check against the Maneuver Defense of the targeted creature. If successful the targeted creature suffers (Order 6 damage): 1d6+5 points of damage per character level (max 17d6+85 at character level 17) as buffeting (physical, uncommon) damage.
The mass of whirling air is considered an attended object and cannot be harmed by hit point damage. It can be Sundered to destroy it, having a Durability of one. The difficulty of a Sunder check against the Sphere is the Maneuver Defense of the Caster. It cannot push aside unwilling creatures, batter down large obstacles, or inflict any Siege Damage. The whirling air dissipates immediately if it exceeds a distance from the shield further than a Run maneuver of the wielder..
This mass of air can be used to disperse Obscuring spells. Gases, fogs, and vapors that intersect the squares occupied by the whirling air are dispersed in those squares.
Obscuring spells include: Obscuring (Acid Fog (Sorcerer/Wizard Spell), Aggressive Thundercloud, Greater (Druid Spell), Aggressive Thundercloud, Greater (Sorcerer/Wizard Spell), Aggressive Thundercloud (Druid Spell), Aggressive Thundercloud (Sorcerer/Wizard Spell), Barrow Haze (Cleric Spell), Barrow Haze (Sorcerer/Wizard Spell), Cloudkill (Sorcerer/Wizard Spell), Euphoric Cloud (Druid Spell), Euphoric Cloud (Sorcerer/Wizard Spell), Fog Cloud (Alchemist Extract), Fog Cloud (Druid Spell), Fog Cloud (Ranger Poultice), Fog Cloud (Sorcerer/Wizard Spell), Incendiary Cloud (Sorcerer/Wizard Spell), Mind Fog (Bard Spell), Mind Fog (Paladin Spell), Mind Fog (Sorcerer/Wizard Spell), Nauseating Trail (Alchemist Extract), Nauseating Trail (Druid Spell), Nauseating Trail (Sorcerer/Wizard Spell), Plague Storm (Cleric Spell), Plague Storm (Druid Spell), Plague Storm (Sorcerer/Wizard Spell), Solid Fog (Sorcerer/Wizard Spell), Stinking Cloud (Alchemist Extract), Stinking Cloud (Sorcerer/Wizard Spell), Twilight Haze (Paladin Spell), Twilight Haze (Sorcerer/Wizard Spell)), and any other effects the GM rules as being affected.
- Creation: Creator (Feat), Bailiwick Check (DC 43), a bright remnant (tier 3), and an item symbolic of the enchantment.