Storm Mage (3.5e Prestige Class)
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 Storm Mage
Some people fear the storm for it's great power and mindless destructive power. Some people embrace the storm for its purity. In the end though, everyone respects the storm, as only a fool would try to stand against the raging hurricane.
The storm is, in essence, the purest form of Nature's power. It is not the slow plodding of erosion, or the the engulfing forest. It is fast and fierce, with the ability to rip trees from the ground, and shatter boulders with fierce lightnings. Almost any living thing will try to take cover from a storm, to protect themselves from it's fury. Some, however, are attracted to the storms, and seek them out instead of hiding from them. Called fools by many, and perhaps they are, it is a very different case when a spellcaster hears the call of the Storm and responds to it.
Most often, these spellcasters are Druids or Sorcerers, the Druids seeking to be closer to one of nature's purest forms, while the Sorcerers pattern their innate casting after what is often the single most powerful force they have ever witnessed. Whatever the background, the calling is the same, to become one with the raging storm, and to harness it's terrible power.
- Spells: Ability to cast Lightning Bolt or Call Lightning
- Feats: Energy Substitution (Electricity)
- Skills: Knowledge (Nature or Weather): 8 ranks
- Special: Must have been caught in a storm with at least hurricane strength winds
 Class Features:
|Level|| Base Attack
|1||+0||+0||+0||+2||Storm Domain||+1 to spellcasting lvl|
|3||+1||+1||+1||+3||Elem. Pen. +1||+1 to spellcasting lvl|
|4||+2||+1||+1||+4||Elec. Res. 10|
|5||+2||+1||+1||+4||Raging Winds||+1 to spellcasting lvl|
|7||+3||+2||+2||+5||Elec. Res. 15||+1 to spellcasting lvl|
|8||+4||+2||+2||+6||Elem. Pen. +2|
|9||+4||+3||+3||+6||Elec. Res. 20||+1 to spellcasting lvl|
|10||+5||+3||+3||+7||Ride the Winds|
Class Skills (2 + Int Modifier per Level)
 Class Abilities:
Weapon and Armor Proficiencies: Storm Mages gain proficiencies in the Shortspear (3.0 Halfspear), Spear (3.0 Shortspear), and Javelin if they do not already posess them, but gain no additional proficiencies in armor of any kind.
Storm Domain: The caster effectivly gains access to the Storm Domain (from Forgotten Realms Campaign Setting). He/She gains electrical resistance of 5, and counts all spells in the Storm Domain as being on their spell list, regardless of whether or not they could normally cast these spells. Arcane casters do not gain the bonus domain spell per day, but may learn these spells normally.
Electrical Resistance: The Storm Mage's Electrical Resistance raises to 10 points at level 4, 15 points at level 7, and finally to 20 points at level 9.
Elemental Penetration: The Storm Mage gains +1 to all rolls to overcome Spell Resistance when using Electrically based spells at level 3. This value increases to +2 at level 8.
Storm Walk (Ex): The Storm Mage is perfectly adapted to being inside of a storm. As such, you suffer no movement penalties from incliment weather, such as from driving rain, raging winds, or blown debris, which always appear to just miss you, as do all natural lightning bolts (such as those from a storm, but not the Lightning Bolt spell).
Storm Ride (Su): Increased control over the storm allows a Storm Mage to control the winds as never before. Using the winds, you can lift yourself off the ground, and command them to carry you wherever you wish. In all respects, treat this as a Fly spell that lasts as long as the Storm Mage remains within an active storm. This control also means that you are completely immune to even hurricane force winds trying to blow you away while flying.
Raging Winds (Ex): The Storm Mage's Gust of Wind spell now lasts 1 round for every 2 caster levels.
Ride the Winds (Su): You can now create your own winds to Storm Ride upon at will, independant of local climactic conditions. Also, you now move up to 100 ft./round while Storm Riding, and have Perfect manuverability. Essentially, you gain Fly 100 ft (Perfect) as a movement type.