Difference between revisions of "Searing Foehn (3.5e Maneuver)"
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When you enter this stance, any fire damage you deal is more potent. While in this stance, your fire attacks are so hot that they ignore the fire resistance of creatures affected, and creatures with immunity to fire damage instead take one-half the normal damage dealt. | When you enter this stance, any fire damage you deal is more potent. While in this stance, your fire attacks are so hot that they ignore the fire resistance of creatures affected, and creatures with immunity to fire damage instead take one-half the normal damage dealt. | ||
− | This applies to both maneuvers and magical items, such as a ''+1 flaming longsword''. It can be used on magical attacks, but only up to | + | This applies to both maneuvers and magical items, such as a ''+1 flaming longsword''. It can be used on magical attacks, but only up to spells up to 1/2 your initiator level. This maneuver is extraordinary, though the attacks which use fire damage are often supernatural. |
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Latest revision as of 12:42, 10 June 2015
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Desert Wind (Stance) | |
Level: | 2 |
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Prerequisite: | Need one Desert Wind maneuver |
Initiation Action: | Swift Action |
Range: | Personal |
Target: | Self |
Your flaming sword turned bright blue and raged with a heat unnatural, channeling all your spiritual force through every attack.
When you enter this stance, any fire damage you deal is more potent. While in this stance, your fire attacks are so hot that they ignore the fire resistance of creatures affected, and creatures with immunity to fire damage instead take one-half the normal damage dealt.
This applies to both maneuvers and magical items, such as a +1 flaming longsword. It can be used on magical attacks, but only up to spells up to 1/2 your initiator level. This maneuver is extraordinary, though the attacks which use fire damage are often supernatural.
Back to Main Page → 3.5e Homebrew → Class Ability Components → Martial Disciplines → Desert Wind
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