Winter-Touched Sprite

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As far as I know, no such metamagic exists, but I have an air-school sylph wizard who loves creative uses of Gust of Wind, Wind Wall, Hurricane Blast, Path of Winds, etc.

However, all these spells seem to have their windspeed locked right between Severe and Windstorm level. As they all say "~50mph, tiny and smaller are blown away and take large damage, small is blown away and takes light damage, medium can't move into the wind and large is unaffected" And as far as I know, no metamagic exists to kick it up any further notches. But my DM likes the idea of having a metamagic do that.

So: First off, am I unaware of a metamagic that would do just that?
If no: What metamagic would best be houseruled into serving this purpose?


There's an alternate racial trait (which I took) that adds 5. That's how I got 35.

Even if it was dispelled, it can be cast at-will infinite times per day, so it would have to be some sort of anti-magic field which already nullifies supernatural abilities.

So it seems the Pros and Cons are as follows:

Pros:
Don't have to cast it once every [level] minutes.
It's active whenever I need it, don't have to waste a round casting if I forgot to cast it a while ago.
Potential to move 140 feet in a round by air.
The feats also grant +4 on saves vs electric and air effects.
"Good" level maneuverability
In character, the character would probably prefer this option.

Cons:
Costs 2 feats
Walk speed is only 35, not 60, meaning you move slower taking a move action and standard action in a round, but move faster when taking full move actions.
Out of character, it's a hefty cost for abilities I already partially enjoy.

Alternate rules question:
If you have a natural/supernatural fly speed, and fly gets cast on you, can you choose which fly speed to use? 60 if you're walking and your super/natural speed if you're running?

Edit: Actually, my DM is pretty loose about homebrew, I'mma just see if he'll changing Air Supremacy's level 10 ability to just become a supernatural flight speed for simplicity's sake.


The feat Wings of Air gives a supernatural fly speed equal to your base speed, and is pretty much an auto-pick for all Sylphs.

However, Air Supremacy, a trait of the Air Wizard School, gives the ability to cast Fly on yourself at will as a supernatural ability.

I've already set down the Air Wizard School, so at that point is getting Wings of Air worth it?

I've never had a flying character before, so I don't know the difference between having a Supernatural Fly Speed, and being under the effects of the fly spell.

For one, I'm already using feats to accomplish something I would already be able to do. But I'd have to refresh the fly spell, and cast it, meaning it wouldn't be available in a pinch if I didn't already have it running.

The Fly spell seems to be locked at 60 ft/round, would having a Supernatural Fly Speed of 35 mean I'm stuck at 35? Or can do a run action like one would do with on-land movement?

I'm very unclear on what each of the abilities actually does. Hence why this is in Rules Questions.