Repulsor Gale (3.5e Invocation)
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Wind Mage Lesser; 4th |
When you cast this invocation, you generate a shield of condensed wind that hovers in front of you. It doesn't cover your entire body, but you can rotate it around yourself to deflect attacks coming from any direction, as long as you react fast enough. The repulsor gale grants you a +2 shield bonus to AC, which increases to +6 against ranged attacks. (This is not an enhancement to an existing shield bonus, so it doesn't stack with any shield bonus you may already have.) Ranged touch attacks (and other ranged attacks that could potentially ignore shield bonuses) do not ignore the shield bonus granted by a repulsor gale, but melee touch attacks (and other melee attacks that could potentially ignore a shield bonus) do. (Effectively, the shield bonus from a repulsor gale is treated like a deflection bonus against ranged attacks only, except, since it is actually a shield bonus, it stacks with actual deflection bonuses, but not with shield bonuses.)
The repulsor gale occupies 3 squares forming a continuous path within your natural melee reach (or within 5 feet of you if your natural reach is less than that), plus 3 squares per 5 feet of natural reach you have beyond the first 5 feet; you choose these squares upon casting this invocation, and the repulsor gale is considered to actually exist in the squares you chose. The repulsor gale is treated like cover; you (and all other creatures) get +4 to their AC against any attack, melee or ranged, that has to travel through a square occupied by the repulsor gale in order to reach its target. (However, a repulsor gale, being made out of wind, is somewhat transparent, and therefore useless for making Hide checks.) If a ranged attack has to travel through at least one of the spaces occupied by the repulsor gale to reach its target, and fails to hit, it is considered to strike the repulsor gale itself, and the repulsor gale automatically sends the ranged attack back towards whomever or whatever launched it; for all intents and purposes, the attack is reversed such that you are the one performing the attack against whatever tried to attack you, using the ranged attack's original attack roll to determine whether or not it hits the one who performed it. The repulsor gale also deflects magic missiles, as the shield spell, except that it sends the magic missiles back at whomever cast them, like it would any other projectile, and the repulsor gale only deflects magic missiles if the repulsor gale is within the magic missile caster's line of effect to you (otherwise, the missiles hit you as normal). If a creature attempts to move through the repulsor gale, it must succeed on a Fortitude save; on a failure, its current action is interrupted, and it is forced to stop moving immediately, as though affected by Stand Still. (Only the creature's current action is interrupted; if it still has a move action remaining, it can use that as normal.) However, if you are flanked or denied your Dexterity bonus to AC, the shield and cover bonuses from the repulsor gale are halved.
You can use a move action to change the squares occupied by the repulsor gale. You can take this move action even when it isn't your turn, without changing your initiative, as long as you didn't use up all of your non-swift actions during your turn (if you had no remaining move actions at the end of your turn, you don't have a move action to use on relocating your repulsor gale during someone else's turn). The rules for the repulsor gale's new location are the same as for a freshly-cast one; the squares occupied by the repulsor gale must all be connected to each other and within your natural melee reach (or within 5 feet if your natural melee reach is smaller than that).
Pseudo-simultaneous? |
From an in-universe standpoint, even when you cast repulsor gale as a full-round action, the dimensions of the repulsor gale itself are the same as if you had cast it as a standard (or swift) action. That is, the repulsor gale does not simultaneously exist within all of the squares covered by your natural reach; rather, when you devote a full-round action to this invocation, you are constantly moving it around to deflect attacks coming from any angle, and remaining extremely vigilant to ensure that you're actually deflecting incoming attacks and not performing unnecessary loop-de-loops or otherwise just acting like a spaz. From a gameplay standpoint, a barrier (such as a repulsor gale) in rapid continuous motion around its controller is not much different from a barrier that genuinely completely surrounds its controller; in both cases, the barrier protects its owner from all sides. However, a barrier in constant motion has areas where it is not located at any given time, and therefore, there are holes in the defense. This is why repulsor gale as a full-round action does not grant total cover, and also why its shield and cover bonuses are still halved if you're denied your Dexterity bonus to AC, but not if you're flanked. |
Alternatively, you can cast this invocation as a full-round action; if you do so, the repulsor gale is considered to exist in all squares covered by your natural melee reach pseudo-simultaneously, the cover AC bonus granted by the repulsor gale improves to +6, and the shield bonuses it grants improve to +6 against non-ranged attacks and +10 against ranged attacks. In addition, the cover and shield bonuses are not affected by you being flanked (though they are still halved if you are denied your Dexterity bonus to your AC). Gaining these enhanced benefits requires total concentration on your repulsor gale, and therefore this full-round casting time cannot be reduced by any means, not even the Quicken Spell-Like Ability feat. (If you really need to do other things this round, you'll just have to cast repulsor gale as a standard action (or a swift action, if you can reduce a standard-action casting time to a swift-action casting time) and settle for the lesser effects.)
The repulsor gale remains up for 1 round by default; you can keep it up by concentrating on it as a standard or full-round action, which acts as you casting the invocation again with that type of action (so, if you concentrate as a full-round action, you get to treat the repulsor gale as existing in every square within your natural melee reach, and benefit from the improved bonuses). (If you are able to cast this invocation as a swift action, such as by having the Quicken Spell-Like Ability feat, you can also concentrate on it as a swift action.) If you are interrupted in a manner that would require you to make a Concentration check while you have a repulsor gale up, you must successfully make that Concentration check (unless you have some special ability that allows you to automatically ignore the distraction), adding repulsor gale's spell level to the DC as normal, or else immediately drop your repulsor gale and lose its benefits.
This invocation is an [Air] effect.
Back to Main Page → 3.5e Homebrew → Class Ability Components → Invocations → Wind Mage
Luigifan18v [Expand] |
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Article Balance | High + |
Author | Luigifan18 + |
Descriptor | Air + |
Identifier | 3.5e Invocation + |
Level | Wind Mage Lesser + |
Rating | Undiscussed + |
Summary | Generate a temporary barrier of winds that hinders those attempting to enter melee range, deflects attacks, and reflects projectiles. + |
Title | Repulsor Gale + |