Desert Wind

Warcraft techniqueType: transmogrification + protection
Range: selfDuration: 1 turn

Desert Wind

Warcraft technique — see Magic and Spells for the rules and the Technique Index for the full list.

Apprentice — The warlord causes one small, medium, or large weapon in hand to burst into flame. For the duration of the technique, the weapon deals an additional 1d6 extraordinary fire damage with each attack. The technique ends immediately if the weapon leaves his hand.

Initiate — As apprentice, but the flame dances close, comforting the warlord with its warmth. For the duration of the technique the warlord also becomes resistant to fire, reducing damage from mundane and extraordinary sources by half and gaining a +2 bonus to all saving throws against effects that deal fire damage.

Journeyman — As initiate, but the flames burn hotter, and the warlord’s resistance to fire improves to immunity. He takes no damage from mundane or extraordinary fire and automatically succeeding at all saving throws against effects that deal fire damage.

Master — As journeyman, but the duration increases to 3 turns. The effect still ends immediately if the weapon leaves the warlord’s hands.

Grand Master — As master, but the flames now burn so hot that they generate a vortex of wind that protects the warlord from incoming mundane missiles. Smaller projectiles such as arrows or bolts are incinerated before they can reach him; larger projectiles such as boulders roll for scatter to determine the direction and distance away that they land; the warlord may still suffer damage if they are within the final area of effect.

Every benefit of this technique — the flames, the ward against fire, the deflection of missiles — ends the instant the weapon leaves the warlord’s hand.