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Wind Domain


The Wind Domain exists for clerics whose deities focus on air as the pure element itself, not on the storms and lightning bolts that travel through it.

Granted Powers: You feel the power and energy of air in its purest form, and use it to influence the air and creatures that fly through it.

Air Lord (Ex): You can speak to any creature that naturally has a fly move rate. Additionally, airborne creatures take a –2 penalty on attack and damage rolls against you, and you gain a +2 bonus on attack and damage rolls against airborne creatures.

Air Form (Sp): At 8th level you can assume the form of an air elemental one once per day. This acts as the spell elemental body I, but may be used only to become an air elemental. This improves to acting as elemental body II at 10th level, elemental body III at 12th level, and elemental body IV at 14th level (all limited to air elemental forms only).

Domain Spells: 1st—chinook, 2nd—khazri, 3rd—gale scythe, 4th—sirocco, 5th—control winds, 6th—tempest hammer, 7th—overland flight, 8th—whirlwind, 9th—typhoon.


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    Section 15: Copyright Notice – The Genius Guide To: Air Magic

    The Genius Guide To: Air Magic. Copyright 2010, Super Genius Games. Author: Owen K.C. Stephens