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Desert Wind



Speed and mobility are the hallmarks of the Desert Wind discipline. Desert Wind maneuvers often involve blinding flurries of blows, quick charges, and agile footwork. Some maneuvers from this school, however, draw power from the supernatural essence of the desert and allow an adept practitioner to scour his foes with fire.

Desert Wind maneuvers focus on quick movement and swirling, flaming strikes. The scimitar, light mace, light pick, spear, and falchion are the preferred weapons of the Desert Wind discipline. The complex spinning and slashing of the curved blade incorporated into many Desert Wind maneuvers are in fact carefully honed gestures that evoke the power of fire, if performed correctly and with the proper focus.

Associated Icons: Many Desert Wind maneuvers are styled like a dragon breathing fire, which is not surprising as many of its students idolize the Red Dragon. Rumors persist of a lost elven tribe that rides the winds of the Red Wastes, who draw their power over fire from the nearby Abyss through a connection with an elven Diabolist of a past age.


There are four variations of Desert Wind. Arctic Wind = Cold Damage, Storm Wind = Electric Damage, Vitriolic Wind = Acid Damage, Plague Wind = Poison. Any Maneuver in The Desert Wind Discipline that has the Fire subtype can be swapped out for Cold, Electric, Vitrolic or Acid Damage from on of these variation schools. 

1st Zephyr Step. Add your Dexterity or Wisdom modifier (whichever is higher) to CMB.

5th: Burning Sand. When you are in a Desert Wind stance and make a CMB check, the target enemy takes fire damage equal to your Dexterity or Wisdom. Double the damage at 5th level, triple it at 8th.

10th: Desert Night and Desert Storm. When you use a Desert Wind maneuver, you can change all fire damage to lightning or cold damage.

15th: Defensive Step. When you are in a Desert Wind stance and make a CMB check, you gain a +1 bonus to AC until the end of your next turn. Multiple instances of this bonus do not stack.


1st-Level Maneuvers

  • Arson Step: — Move, lighting nearby objects on fire.
  • Oasis Shade Stance: — Enjoy protection from extreme heat and cold, mobility over lose sand, and never being thirsty.
  • Sand Spray: — When the enemy attacks, you kick dirt in their eyes to throw off their aim.
  • Blistering Flourish —Dazzle creatures around you.
  • Burning Blade —Deal 1d6 fire + 1/ 2 initiator levels.
  • Distracting Ember —Fire elemental appears, flanks enemy.
  • Flame's Blessing (Stance)—Gain fire resistance based on level.
  • Wind Stride —+10-ft. bonus to speed.

2nd-Level Maneuvers

  • Dancing Flame:  — Move, dealing fire damage to adjacent foes.
  • Desert Glare: — With a flash of your blade you redirect the sun into your opponent's eyes, blinding them.
  • Searing Foehn: Stance — Your flames burn blue with supernatural flame, allowing you to cut through even those resistant to your attacks!
  • Burning Brand —Gain +5-ft. reach, deal fire damage.
  • Fire Reposte —Counter foe’s attack with fiery touch that deals 4d6 damage.
  • Flashing Sun —Gain extra attack.
  • Hatchling's Flame —Cone deals 2d6 fire damage.

3rd-Level Maneuvers

  • Haze of Lies:  — Generate a mirage of enemies being allies, and allies enemies.
  • Sun's Wrath: — You channel the divine light of the sun into your weapon to smite undead!
  • Death Mark —Enemy takes extra fire damage and explodes in a fiery spread.
  • Fan the Flames —Ranged touch attack deals 6d6 fire damage.
  • Holocaust Cloak Stance—Attackers take 5 fire damage.
  • Zephyr Dance —+4 AC against single attack.

4th-Level Maneuvers

  • Hungry Earth:  — Form a pit of quicksand which will suck your opponents in.
  • Wind Scorpion Pursuit: — Move with the blazing speed of the wind scorpion!
  • Firesnake —Stream of fire twists around corners.
  • Searing Blade —Attacks deal +2d6 fire damage + 1/initiator level.
  • Searing Charge —Fly while charging, deal +5d6 fire damage.

5th-Level Maneuvers

  • Desert Bastion:  — Whip up a wall of sand and roaring wind, blocking the path of your foes.
  • Path of the Dry Ones:  — Travel through the sand and earth, teleporting from waste to waste.
  • Dragon's Flame —Cone deals 6d6 fire damage.
  • Leaping Flame —Teleport adjacent to foe who attacks you.
  • Lingering Inferno —Deal +2d6 fire damage, and target takes 2d6 fire damage per round for 3 rounds.

6th-Level Maneuvers

  • Dancing Wildfire: — Fly, dealing fire damage to adjacent creatures.
  • Ghost of the Desert: — Give life to sand and turn it into a creature to fight for you.
  • Desert Tempest —Attack foes as you move by them.
  • Fiery Assault Stance—Melee attacks deal +1d6 fire damage.
  • Ring of Fire —Surround foes with burning flame.

7th-Level Maneuvers

  • Mirage Mirror: Stance — You're under a constant shimmering haze similar to mirror image.
  • Sandstorm Cloak: — Transform into a swirling cloud of sand.
  • Inferno Blade —Melee attacks deal +3d6 fire damage + 1/initiator level.
  • Salamander Charge —Charge and create trail

8th-Level Maneuvers

  • Dancing Inferno:  — Fly twice your speed, damaging and negating fire immunity to adjacent foes.
  • Heat Sink: — Absorb the heat in the area and transform it into a burst of healing.
  • Solar Blaze:  — Create a massive sunburst to blind a huge amount of foes, or create a long-standing daylight.
  • Rising Phoenix Stance—Hover on column of super-heated air.
  • Wyrm's Flame —Cone of fire deals 10d6 fire damage.

9th-Level Maneuvers

  • Wrath of the Desert: — Creating a blazing tornado of fire, wind, and glass, tearing up the landscape around you.
  • Inferno Blast —Burst of fire deals devastating damage to all around you. 


1st-Level Maneuvers

Arson Step
Level: 1
Prerequisite: One Desert Wind Maneuver, One Domestic Tarrasque Maneuver
Initiation Action: 1 move action
Range: Personal
Target: You
Duration: Instantaneous and 1 round
Saving Throw: None

The wooden boards beneath your feet catch on fire.

Move up to your speed. Any unattended flammable object you pass within 5' of catch on fire, and any unattended mundane metal or stone objects melt. For objects that extend farther than 5' away from you, only the parts of the objects within 5' catch fire. If you were currently on fire, you stop being on fire.

Until the end of your next turn, you cannot catch on fire, do not take damage from burning objects, and may walk on molten metal or lava as though it were ordinary ground.

This maneuver is supernatural.

Oasis Shade Stance
Desert Wind (Stance)
Level: 1
Initiation Action: Swift Action
Range: 60 foot radius
Area: 60 foot radius emanation around you

The air seems to be cooler and your dry throat no longer bothers you. You and your party make quick distance over the desert dunes.

While you are in this stance, you and all allies in 60 feet enjoy an endure elements effect. In addition, you never take difficult terrain penalties from moving over loose sand or gravel, and your need to drink is suspended as long as you remain in this stance. You are immune to desiccation effects (including the damage dealt by the horrid wilting spell).

This maneuver is a supernatural ability.

Sand Spray
Level: 1
Initiation Action: Immediate Action
Range: Melee Attack
Target: One attacking creature
Duration: Instantaneous
Saving Throw: None

The soldier charged with axe in hand. With quick thinking you kick up a swatch of dust from the ground, blinding him long enough for his blade to crash harmlessly at your side.

When you are attacked you may initiate this maneuver, throwing sand, dust, dirt, or other debris in their eyes. This attack suffers a 50% miss chance. The maneuver normally only functions in places with sand, loose soil, dust, or other debris, but you may use a bag of sand on your person so long as you have a free hand to release its contents.

Flames Blessing

Level: 1

Initiation Action: 1 swift action

Range: Personal

Target: You

Duration: Stance

Fire is not your enemy, and it does not harm you.

You gain some resistance to fire as long as you remain in this stance. The amount of resistance is determined by your level.

Fire Resistance
1st-3rd = ER 5
4th -6th = ER 10
7th-9th = ER 15
10th-12th = ER 20
13th-15th =ER 25
16th-18th =ER 30
19th+ = immunity

Blistering Flourish
Level: 1
Initiation Action: 1 standard action
Range: 30 ft.
Area: 30-ft.-radius burst centered on you
Duration: 1d4 rounds
Saving Throw: Fortitude negates

Your weapon bursts into flames as you twirl it over your head. With a flourish, you cause the fire to explode with a blinding flash.

When you use this strike, you generate a burst of brilliant light. Any creature other than you caught in this maneuver’s area must make a Fortitude save (DC 10+lvl) or be dazzled for 1d4 rounds.

Dazzled
The creature is unable to see well because of overstimulation of the eyes. A dazzled creature takes a –1 penalty on attack rolls and sight-based Perception checks.


Burning Blade
Level: 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: End of turn

Your blade bursts into flame as it sweeps toward your foe in an elegant arc.

A subtle yet precise twisting of your blade unlocks the power of flame. When you initiate this maneuver, fire trails from your melee weapon. For the rest of your turn, your melee attacks deal an extra 1d6 points of fire damage + 1 point per 2 initiator levels.

Distracting Ember
Level: 1
Initiation Action: 1 swift action
Range: 30 ft.
Effect: One summoned fire elemental
Duration: 1 round / initiator lvl

A wave of heat sweeps over the area, forms a small dust funnel, and ignites into flame next to your foe.

This boost allows you to conjure a Small fire elemental to threaten your enemy, providing you or an ally with the benefit of a flanking position. You can use this ability to place the elemental in any space within range. It threatens all creatures within its reach. It takes no actions or attacks of opportunity during your turn.

Small Fire Elemental
This creature looks like a living, mobile bonfire, tongues of flame reaching out in search of things to burn.

Small outsider (elemental, extraplanar, fire)

Init +5; Senses darkvision 60 ft.; Perception +4
DEFENSE
AC 16, touch 13, flat-footed 14 (+1 Dex, +1 dodge, +3 natural, +1 size)
hp 11 (2d10)
Fort +3, Ref +4, Will +0
Immune elemental traits, fire
Weaknesses vulnerability to cold
OFFENSE
Speed 50 ft.
Melee slam +4 (1d4 plus burn)
Special Attacks burn (1d4, DC 11)
STATISTICS
Str 10, Dex 13, Con 10, Int 4, Wis 11, Cha 11
Base Atk +2; CMB +1; CMD 13
Feats Dodge, Improved InitiativeB, Weapon FinesseB
Skills Acrobatics +5, Climb +4, Escape Artist +5, Intimidate +4, Knowledge (planes) +1, Perception +4
Languages Ignan
SPECIAL ABILITIES
Burn (Ex)
A fire elemental deals fire damage in addition to damage dealt on a successful hit in melee. Those affected by the burn ability must also succeed on a Reflex save or catch fire, taking the listed damage for an additional 1d4 rounds at the start of its turn. A burning creature can attempt a new save as a full-round action. Dropping and rolling on the ground grants a +4 bonus on this save. Creatures that hit a burning creature with natural weapons or unarmed attacks take fire damage as though hit by the burning creature and must make a Reflex save to avoid catching on fire.


Wind Stride
Level: 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: End of turn

A warm breeze swirls about you as you move speedily away.

The desert wind envelops you and carries you across the battlefield, giving you a burst of speed to move around and through your enemies. Until the end of your turn, you gain a +10-foot enhancement bonus to your land speed.

2nd-Level Maneuvers

Dancing Flame
Level: 2
Initiation Action: 1 move action
Range: Personal
Target: You
Duration: Instantaneous, One round (see text)
Saving Throw: None

As part of this maneuver, you may move up to your base land speed. During this movement, every creature you move adjacent to takes 1d6 fire damage and has their fire resistance reduced by an amount equal to your initiator level (minimum fire resistance 0) for one round.

Desert Glare
Level: 2
Initiation Action: Standard Action
Range: 30 feet
Area: 30 foot cone
Duration: Instantaneous
Saving Throw: Will partial

With a flash of your blade in the sun, you blind your opponents.

All creatures in a 30 foot cone must make a Will save or be blinded for 5 rounds. On a successful saving throw they are instead dazzled for 1 round. You must have a source of light to use this maneuver, be it the sun or a nearby torch. You can perform it in shadowy illumination with a -4 penalty to the DC. This maneuver can dispel darkness effects as if it were a 2nd level [Light] spell.

Searing Foehn
(Stance)
Level: 2
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 fire attacks are so hot that it ignores 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 3rd level spells. This maneuver is extraordinary, though the attacks which use fire damage are often supernatural.

3rd-Level Maneuvers

Haze of Lies
Level: 3
Prerequisite: Need one Desert Wind maneuver
Initiation Action: Standard Action
Range: Medium (100 ft. +10 ft/level)
Effect or Area: Hazy cube up to 40 ft. square
Duration: 1 round/level
Saving Throw: Will negates

With a whisper your breath out, and the ground becomes hazy and hot. Suddenly chaos broke out in the enemy ranks as they turned on each other.

You generate a mirage zone. Any creatures entering the zone must make a Will save or fall under an illusion (phantasm) of their allies appearing as the enemy and the enemy appearing as allies. Unless shown otherwise, they will likely begin attacking their own allies in confusion. Every round they remain in the haze they must make a save or fall for the illusion. A creature which successfully disbelieves is immune to this instance of the maneuver. This is a supernatural mind-affecting maneuver.

Sun's Wrath
Level: 3
Prerequisite: Need one Desert Wind maneuver
Initiation Action: Swift Action
Range: Personal
Target: Self
Duration: 1 round

Your hammer lights up with burning sunlight, reducing the skeleton to nothing more than dust.

You empower your weapon with the light of the sun, dealing an extra point of fire damage per initiator level on all your attacks. Your attacks count as magic for the purpose of bypassing damage reduction and hitting incorporeal creatures. Against undead, you deal 2 points of damage per level and the damage is divine damage. If the undead is vulnerable in any way to light, it must make a Fortitude save DC 13 + Wisdom modifier or be destroyed. This maneuver is a supernatural ability.

4th-Level Maneuvers

Hungry Earth
Level: 4
Prerequisite: Need Desert Wind maneuver
Initiation Action: Standard Action
Range: Medium (100 ft. + 10 ft./level)
Area: 10 by 10 ft. square
Duration: Instantaneous
Saving Throw: Reflex negates

The ground softened, the feet of the gnolls slipping through. Before long the enemy was neck deep in trouble.

You create a patch of quicksand on sand, gravel, soil, marsh, and other non-solid material. Creatures standing in the quicksand when it forms get a Reflex save DC 14 + Wisdom modifier to jump into the nearest clear square, otherwise they sink. Quicksand is hard to detect, and creatures must succeed on a DC 10 Survival check to notice it. Running or charging creatures do not gain a check.

Creatures which sink in quicksand must make a DC 10 Swim check every round to simply tread water in place, or a DC 15 Swim check to move 5 feet in whatever direction is desired. If a trapped character fails this check by 5 or more, he sinks below the surface and begins to drown whenever he can no longer hold his breath. The quicksand is 20 feet deep, creatures taller than 20 feet are in no danger of suffocating. Characters below the surface of quicksand may swim back to the surface with a successful Swim check (DC 15, +1 per consecutive round of being under the surface).

Rescuing a creature trapped in quicksand can be difficult. A rescuer needs a branch, spear haft, rope, or similar tool that enables him to reach the victim with one end of it. Then he must make a DC 15 Strength check to successfully pull the victim, and the victim must make a DC 10 Strength check to hold onto the branch, pole, or rope. If the victim fails to hold on, he must make a DC 15 Swim check immediately to stay above the surface. If both checks succeed, the victim is pulled 5 feet closer to safety.

The quicksand typically dries out in 1 hour unless the conditions are right for quicksand to naturally form. The time is halved in arid environments and doubled in wet environments. This maneuver is a supernatural ability.

Wind Scorpion Pursuit
Level: 4
Prerequisite: Need one Desert Wind maneuver
Initiation Action: Move Action or Full-Round Action; see text
Range: Personal
Target: Self
Duration: Instantaneous

With a scream of howling wind you blast off into the distance, a trail of dust in your wake.

You channel the speed of the wind scorpion, also known as the camel spider. When you initiate this maneuver you move up to x10 times your normal move speed. If you wish to take two move actions they can both be at this multiplied speed, though you cannot travel more than twice your boosted movement speed. If you are in an environment with sand, dust, or other grainy debris you leave a cloud of dust in your wake which provides total concealment through it. The dust cloud lasts for 1 round before dispersing.

5th-Level Maneuvers

Path of the Dry Ones
Level: 5
Prerequisite: Need two Desert Wind maneuvers
Initiation Action: Standard Action and Full-Round Action; see text
Range: Personal or Personal and Touch; see text
Targets: You and touched objects or other touched willing creatures; see text
Duration: Instantaneous

You dive into the earth and vanish, and as as your enemy wonders where you went you pop out behind them and strike!

Path of the Dry Ones transports you through sand, gravel, or desert waste terrain to another similar terrain in range. This maneuver has two functions, a standard action version which functions for yourself, and a full-round action which can teleport multiple creatures.

As a standard action you can transport yourself up to 50 feet so long as your entry and exit points are on the appropriate terrain. If you wish, you may make a single normal melee attack to any creature in range of your exit point.

As a full-round action you can transport yourself and up to 1 medium creature per three initiator levels from one terrain to another, up to 100 miles per initiator level. This functions identically to teleport including the chance for mishap, except you can only transport you and others to sand, gravel, or desert waste terrains.

This maneuver is a supernatural ability.

Desert Bastion
Level: 5
Prerequisite: Need two Desert Wind maneuvers
Initiation Action: Standard Action
Range: Medium (100 ft. + 10 ft./level)
Effect or Area: Sand wall whose area is up to one 10-ft. cube/level(S)
Duration: Concentration + 1 round/level
Saving Throw: None

The wind howled as a dark wave of sand blotted out the view. Those who attempted to push through came out as flayed skeletons on the other side.

You conjure a vertical wall of abrasive sand that blocks the path and proves hazardous to pass through. You can make the wall as thin as 5 feet thick, which allows you to shape the wall as a number of 10-by-10-by-5-foot blocks equal to twice your initiator level. The wall cannot be conjured so that it occupies the same space as a creature or another object. The wall blocks line of sight and line of effect, and stops any ranged attacks moving through it, including ray attacks. Siege weapons and other unusually large objects pass through normally. Creatures can attempt to move through it, but movement is difficult and requires a full-round action and a strength check. A creature moves 5 feet through a wall for every 5 points their strength check exceeds your initiator level. When they enter the sand wall and each round they remain inside of it, they take 5d6 points of magic slashing damage from abrasion.

Creatures within the wall are considered blinded and deafened, and must hold their breath or suffocate. Spells with verbal components cannot be cast in the wall, while any other spell requires a Concentration check (DC 20 + spell level). Creatures with sufficient reach can attempt to attack through the wall, but targets have total concealment and total cover, and the attacker must target the correct square.

Any unprotected flame placed inside the sand wall is immediately extinguished. You may only have one instance of this maneuver active at one time, a second use causes the first to end.

This maneuver is a supernatural ability.


6th-Level Maneuvers

Dancing Wildfire
Level: 6
Prerequisite: 2 Desert Wind maneuvers
Initiation Action: 1 move action
Range: Personal
Target: You
Duration: Instantaneous, One round (see text)
Saving Throw: None

As part of this maneuver, you may fly up to your base land speed with perfect maneuverability. During this movement, every creature you move adjacent to takes 1d6 fire damage +1d6/ 4 lvls and has their fire resistance reduced by an amount equal to twice your initiator level (minimum fire resistance 0) for one round.

Ghost of the Desert
Level: 6
Prerequisite: Need two Desert Wind maneuvers
Initiation Action: Full-Round Action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One conjured creature
Duration: 1 round/level


You toss out sand into the air, which swirls and collapses into the shape of a monstrous devil to serve you.

You conjure a creature from sand, wind, and shadow, duplicating an effect similar to a summon monster spell. However the creature is created, not summoned, and thus is unaffected by the warding of spells such as protection from evil. The creature appears is partly unreal; the first time the creature interacts with an opponent they must make a Will save DC 16 + your Wisdom modifier. On success, they only take 50% damage from the conjured creature and any special effects of your conjured creature only have a 50% chance of functioning.

You may select from any of the creatures on the table below, gaining new options as your initiator level rises. You can always choose to conjure a lesser creature if you wish. You can only have one instance of this maneuver active at one time, if you initiate it again the previous use vanishes. You must use a supply of sand as part of this maneuver, either contains in a pouch on your body or found in the environment.

Ghost of the Desert Creatures
Minimum Initiator LevelCreatures
11th huge fire or air elemental, huge monstrous scorpion 
13th greater fire or air elemental, gynosphinx, sand golem 
15th elder fire or air elemental, gargantuan monstrous scorpion
17th colossal monstrous scorpion
19th Sand Devil

7th-Level Maneuvers

Mirage Mirror
Desert Wind (Stance)
Level: 7
Prerequisite: Need one Desert Wind maneuver
Initiation Action: Swift Action
Range: Personal
Target: Self

Your form is blurry with heat and seems to jump around erratically. Which one is real?!

While you are in this stance you have 1d4+1 illusory copies of yourself around you as if using mirror image. This functions as the spell, however the images regenerate at a a rate of one image each round to the maximum of 5 images.

Sandstorm Cloak
Level: 7
Prerequisite: Need two Desert Wind maneuvers
Initiation Action: Standard Action
Range: Personal
Target: Self
Duration: 1 minute/level (D)
Saving Throw: Fort negates; see text

With a hiss your body transformed into sand, falling to pieces before being caught in a supernatural wind which scours all those within it.

When you initiate this maneuver you duplicate the effects of gaseous form, except you take the form of a swirling cloud of sand and grit that takes up your normal space. You cannot use maneuvers which require hands or physically touching or speaking, but you may use maneuvers which do not, which includes most boosts and counters, as well as stances.

Unlike the spell your fly speed is 20 feet (perfect), you are completely immune to physical damage and dessication damage, but take 50% additional damage from area effects as if you possessed the swarm subtype. You cannot attack but if you enter a creature's space you can choose to deal 5d6 damage from abrasion and force a Fortitude save DC 17 + Wis, or be nauseated for 1 round. As a swirling cloud, you provide 20% concealment to creatures inside of you.

8th-Level Maneuvers

Heat Sink
Level: 8
Prerequisite: Need three Desert Wind maneuvers
Initiation Action: Immediate Action
Range: 60 feet
Effect or Area: 60-foot radius around user
Duration: Instantaneous

The enemy rained fire and death upon the weakened party, fireballs exploding every which way! But when the smoke cleared not only was the party standing, but they were looking stronger than before!

You absorb the fire damage in an area, absorbing the heat and transforming it into life-giving energy. You may use this as an immediate reaction to fire damage occuring anywhere within 60 feet of you. The damage is negated, and the damage it would have done before resistances and immunities is absorbed as healing. You may then spread this pool of healing to yourself and any allies in 60 feet in the same motion.

For example if a fireball goes off 30 feet from you which deals 43 damage, you can negate the damage and then heal yourself for 20 points of damage, and heal two of your allies for 10 and 13 points of damage respectively.

This maneuver is a supernatural ability.

Solar Blaze
Level: 8
Prerequisite: Need three Desert Wind maneuvers
Initiation Action: Standard Action or 10 minutes; see text
Range: Long (400 ft. + 40 ft./level)
Area: 80-ft.-radius burst or 1 mile; see text
Duration: Instantaneous or 24 hours (D); see text
Saving Throw: Reflex partial; see text

The sun seemed to swell and with a bright flash everything vanished into white!

This maneuver may be used in two ways. By using a standard action you can duplicate the effects of sunburst, except it only functions normally at daytime and not underground or indoors. If the sun is not visible the sunburst still goes off, but deals half damage and the blinding effect only lasts for 1d4 rounds. The DC is 18 + Wisdom modifier.

However if you spend 10 minutes in meditation and deep thought you can cause the sun to appear in a 1 mile bubble around you as if it were high noon. This effect lasts for 24 hours, regardless of the actual time. The light produced by this is actual sunlight. You can only have one such sunlit area in effect at one time, if you use this ability again your previous maneuver ends.

Dancing Inferno
Level: 8
Prerequisite: Three Desert Wind maneuvers
Initiation Action: 1 move action
Range: Personal
Target: You
Duration: Instantaneous, One round (see text)
Saving Throw: None

As part of this maneuver, you may fly up to twice your base land speed with perfect maneuverability. During this movement, every creature you move adjacent to takes 5d6 fire damage and has its fire resistance or immunity negated for one round.

9th-Level Maneuvers

Wrath of the Desert
Level: 9
Prerequisite: Need four Desert Wind maneuvers
Initiation Action: Standard Action
Range: Melee Attack
Target or Area: Up to 80-ft.-radius burst; see text
Duration: Instantaneous
Saving Throw: Reflex partial; see text

You slice upward into the air, and the ground comes with you, a blast of superheated air and shards of glass throwing you and your opponent up into the sky! 

When you hit your target they take normal melee damage plus an additional 1d6 points of damage per level, half fire and half slashing which ignores damage reduction, except DR/-. In addition you throw the enemy 5 feet in the air per initiator level, adding extra falling damage. You never take falling damage from using this maneuver. When the enemy lands they must succeed on a Reflex save DC 19 + Wisdom modifier or fall prone.

The whirlwind of burning swirling sands expands beyond you and your target, and you may expand it up to an 80 foot area. Other creatures besides your initial target take half the fire and slashing damage, all the fall damage from being thrown in the air, and are knocked prone. A successful Reflex save negates the fall damage and falling prone, but not the fire and slashing damage.

If done in actual desert terrain, the damage rises to 1d8 fire and slashing damage per level. This maneuver is a supernatural ability.


Infermo Blast

Level: 9

Initiation Action: 1 full-round action
Range: 60 ft.
Area: 60-ft.-radius burst centered on you

Duration: Instantaneous

Saving Throw: Reflex half
Hot winds swirl about you, and a faint aroma of brimstone sweeps over the area. A flickering yellow aura surrounds you and grows in intensity, shedding tremendous heat and light. Creatures around you stumble back from the heat. With a howling roar, you unleash a hellish blast of fire that melts steel and warps stone.
Only true masters of the Desert Wind school are capable of unleashing an inferno blast. 

You focus your mana into a blinding hot burst of fire that deals 1d10/ 2 lvls points of fire damage to all creatures in the area. You are not harmed by your own inferno blast.
This maneuver is a supernatural ability.



New Maneuvers credited to Therafim RPG & Eiji-kun
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