cooperflood
2009-10-23, 12:42 PM
Stormblade
Stormblades are swashbuckling heroes of the high seas. Their innate connection with the elemental forces of nature makes them a force to be reckoned with. They are capable duelists, masters of sailing, and can call lightning from the skies.
Hit Die: d8
Class Skills: Acrobatics (Dex), Climb (Str), Craft (Int), Diplomacy (Cha), Fly (Dex), Intimidate (Cha), Knowledge (Arcana, Geography, Nature) (Int), Linguistics (Int), Perception (Wis), Profession (Wis), Spellcraft (Int), Survival (Wis), Swim (Str), Use Magic Device (Cha)
Skill Points at each Level: 4 + Intelligence Modifier
Stormblade
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|1st|2nd|3rd|4th|5th|6th|7th|8th|9th
1st|
+0|
+0|
+2|
+2|Spellcasting, Cantrips, Weapon Finesse|2
2nd|
+1|
+0|
+3|
+3|Lure of the Sea|3|-
3rd|
+2|
+1|
+3|
+3|Elemental Blade Skills (Shocking Strike)|4|-|-
4th|
+3|
+1|
+4|
+4|Eschew Materials|5|2|-|-
5th|
+3|
+1|
+4|
+4|Uncanny Dodge|5|3|-|-|-
6th|
+4|
+2|
+5|
+5|Wind's Favor|5|4|2|-|-|-
7th|
+5|
+2|
+5|
+5|Acrobatic Charge|5|5|3|-|-|-|-
8th|
+6|
+2|
+6|
+6|Elemental Blade Skills (Deafening Critical)|5|5|4|2|-|-|-|-|-
9th|
+6|
+3|
+6|
+6|Aquire Ship|5|5|5|3|-|-|-|-|-
10th|
+7|
+3|
+7|
+7|Shipboard Fighter|5|5|5|4|2|-|-|-|-
11th|
+8|
+3|
+7|
+7|Lesser Shipbond|5|5|5|5|3|-|-|-|-
12th|
+9|
+4|
+8|
+8|Improved Uncanny Dodge|5|5|5|5|4|2|-|-|-
13th|
+9|
+4|
+8|
+8|Elemental Blade Skills (Thundering Blow)|5|5|5|5|5|3|-|-|-
14th|
+10|
+4|
+9|
+9|Luck of the Winds|5|5|5|5|5|4|2|-|-
15th|
+11|
+5|
+9|
+9|Improved Shipbond|5|5|5|5|5|5|3|-|-
16th|
+12|
+5|
+10|
+10|Slippery Mind|5|5|5|5|5|5|4|2|-
17th|
+12|
+5|
+10|
+10|Freedom of Movement|5|5|5|5|5|5|5|3|-
18th|
+13|
+6|
+11|
+11|Elemental Blade Skills (Weakening Critical)|5|5|5|5|5|5|5|4|2
19th|
+14|
+6|
+11|
+11|Greater Shipbond|5|5|5|5|5|5|5|5|3
20th|
+15|
+6|
+12|
+12|Ship Master|5|5|5|5|5|5|5|5|4[/table]
Class Features
The following abilities are class features of the Stormblade:
Weapon and Armor Proficiency: Stormblades are proficient with all simple weapons plus the rapier and short sword. Stormblades are proficient with light armor but not with shields. Because the somatic components required for a Stormblades are simple, a Stormblade can cast Stormblade spells while wearing light armor without incurring the normal arcane spell failure chance. However a Stormblade wearing Medium or Heavy armor or using a shield incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclassed Stormblade still incurs the normal arcane spell failure chance for arcane spells received from other classes.
Spellcasting: A Stormblade casts arcane spells, which are drawn from the Stormblade spell list. When you gain access to a new level of spells, you automatically know all the spells for that level on the Stormblade spell list. You can cast any spell you know without preparing it ahead of time. To learn or cast a spell, a Stormblade must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a Stormblade’s spell is 10 + the spell level + the Stormblade’s Charisma modifier.
Weapon Finesse: A Stormblade gains Weapon Finesse as a bonus feat even if she doesn’t meet the prerequisites.
Cantrips (Sp): Stormblades know a number of cantrips, or 0-level spells, as noted on the Stormblade Spell List. These spells are cast like any other spell, but they do not consume any slots and may be used again.
Lure of the Sea (Ex): A Stormblade has a special connection with the Sea. This grants her a +2 bonus on Profession (Sailor) and Knowledge (Geography) checks.
Elemental Blade Skills (Su): Stormblades learn how to infuse their swordplay with the power of the sea. At Levels 3, 8, 13, and 18 a Stormblade gains a blade skill. Each blade skill may only be used when making a melee attack with a light weapon or a weapon that can be used with the Weapon Finesse feat.
Shocking Strike: At third level as a free action a Stormblade may use her Charisma Modifier instead of her Strength modifier as a bonus on damage rolls. Using this ability changes any piercing, slashing, or bludgeoning damage done by the attack and makes it electric.
Deafening Critical: When a Stormblade of 8th level or higher scores a critical hit against a creature, that creature must also make a Fortitude Save (DC 10 + ½ class level + Charisma Modifier) or be deafened permanently. Creatures immune to critical hits are immune to this effect.
Thundering Blow: At 13th level a Stormblade may make a single attack against a foe as a standard action. Using this ability changes any piercing, slashing, bludgeoning, or electric damage done by the attack and makes it Sonic. Additionally a creature struck by this attack must make a Fortitude Save (DC 10 + 1/2 class level + Charisma Modifier) or be stunned for one round.
Weakening Critical: When a Stormblade of 18th level or higher scores a critical hit against a creature also deals her Charisma modifier points of Strength damage to the creature. Creatures immune to critical hits are immune to this effect.
Eschew Materials: At 4th level a Stormblade gains Eschew Materials as a bonus feat.
Uncanny Dodge (Ex): Starting at 5th level, a Stormblade can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized.
Wind’s Favor (Sp): Starting at 6th level, a Stormblade gains the ability to use Wind’s Favor once per day as a spell-like ability with a caster level of 6. This also grants a Stormblade the ability to telepathically control an elemental bound into a Wind and Water Wheel.
***Eberron Exception: A Half-Elf with the Least Dragonmark of Storm gains the Lesser Dragonmark feat with the Wind’s Favor spell-like ability instead of the ability normally granted by Wind’s Favor.***
Acrobatic Charge (Ex): A Stormblade of 7th level or higher can charge in situations where others cannot. She may charge over difficult terrain that normally slows movement or allies blocking her path. This ability enables her to run down steep stairs, leap down from a balcony, or to tumble over tables to get to her target. Depending on the circumstance, she may still need to make appropriate checks (Jump or Tumble checks, in particular) to successfully move over the terrain.
Acquire Ship: Starting at 9th level, a patron recognizes your growing skill and agrees to lend you a standard airship or wind galleon (your choice) for your indefinite use. Enough crew members to properly operate the chosen vessel are also provided, each a half-elf (or any other single race from the Player’s Handbook) expert 1 with maximum ranks in Profession (Sailor). As long as you remain in good standing with your patron, you can use this vessel as you see fit with one notable condition: one-fifth of your gross income from the use of the ship must be tithed back to the patron, including any treasure retrieved during explorations for which the ship was utilized. If your benefactor has reason to believe this tithe is not being paid, they are within their rights to ask that the ship be returned to them—perhaps even going so far as to send an armed retrieval squad to repossess the vessel (and any tithes owed) in the middle of the night.
Shipboard Fighter (Ex): At 10th level and beyond, you can take 10 on Acrobatics and Climb checks even if threatened and distracted. You also do not lose your Dexterity bonus to Armor Class when balancing or climbing.
Lesser Shipbond (Su): At 11th level, you can forge a magical bond with a single vessel powered by a bound elemental. You must spend a full day of uninterrupted meditation to complete the bonding process. Once the lesser shipbond is established, it grants you several benefits with regard to that specific vessel.
You no longer require a wheel of wind and water to use your dragonmark to control the bound elemental. You can telepathically communicate with it without standing at the helm, allowing you to give it orders from anywhere aboard the ship as a move action.
The elemental acknowledges and accepts your dominance of it, becoming a trusted ally and friend to you. As long as you are on board the ship, it can initiate telepathic contact with you should it desire. It also offers advice when it can and warns you of any approaching danger, even if you are not at the helm. At the same time, the elemental becomes even more resistant to accepting orders from others. Anyone other than you or your cohort (if you have one) who attempts to control the elemental without benefit of a dragonmark takes a –8 penalty on their Charisma check. Even a dragonmark heir using a wheel of wind and water must succeed on a Charisma check to control the ship. The elemental also gains a +4 circumstance bonus on its saving throw to resist any spell or infusion that would grant control over it to anyone other than you.
You can have a lesser shipbond with only one vessel at a time. If the vessel is destroyed (or if you wish to revoke the shipbond so that you might bond with a different vessel), you must make a DC 15 Fortitude save. Failure means you lose 200 XP per Stormblade level; success reduces the loss to one-half that amount.
Improved Uncanny Dodge (Ex): An Stormblade of 12th level or higher can no longer be flanked. This defense denies a rogue the ability to sneak attack the character by flanking her, unless the attacker has at least four more rogue levels than the target has Stormblade levels.
Luck of the Winds (Ex): Once per day, a Stormblade of 14th level or higher can reroll any failed attack roll, skill check, ability check, or saving throw. She must take the result of the reroll, even if it’s worse than the original roll.
Improved Shipbond (Su): At 15th level the top speed of any vessel which you have a lesser shipbond increases by +20 feet while you are at the helm.
Slippery Mind (Ex): When an Stormblade reaches 16th level, her mind becomes more difficult to control. If the Stormblade fails her save against an enchantment spell or effect, she can attempt the save again 1 round later at the same DC (assuming she is still alive). She gets only this one extra chance to succeed at a certain saving throw.
Free Movement (Ex): At 17th level and higher, a Stormblade can slip out of bonds, grapples, and even the effects of confining spells easily. This ability duplicates the effect of a freedom of movement spell, except that it is always active. A Stormblade loses this benefit when wearing medium or heavy armor or when carrying a medium or heavy load.
Greater Shipbond (Su): At 19th level, your bond to your chosen ship increases in power. You can now telepathically communicate with your vessel’s bound elemental at any range, up to 1 mile per point of your Charisma bonus. You can even order the elemental to begin moving the ship while you are not aboard, though the elemental’s piloting skills are inferior to your own. Use the elemental’s Profession (Sailor) check (usually +0) instead of yours if you are not aboard. If you are aboard the vessel, you and it act almost as one, allowing you to command it as a free action instead of a move action.
Ship Master: At 20th level your patron recognizes your outstanding service and grants you full ownership of the vessel. Additionally you gain the Leadership, which allows you to attract a crew (Followers) and a First Mate (Cohort). If you already have the Leadership feat you instead gain the feat Epic Leadership.
Stormblade Spell List:
0th: Electric Jolt (SC), Flare, Launch Bolt (SC), Light, Message, Sonic Snap
1st: Animate Rope, Enduring Elements, Entropic Shield, Expeditious Retreat, Feather Fall, Lowlight Vision (SC), Mage Armor, Obscuring Mist, Orb of Electricity: lesser (SC), Shocking Grasp, Sonic Blast (SC), Updraft (SC)
2nd: Binding Winds (SC), Darkvision, Electric Loop (SC), Fog Cloud, Fly: Swift (SC), Gust of Wind, Levitate, Resist Energy, Shatter, Snowball Storm (SC), Sound Burst, Swim (SC), Whispering Wind, Wind Wall
3rd: Call Lightning, Capricious Zephyr (SC), Corona of Cold (SC), Daylight, Dispel Magic, Detect Ship (Storm), Down Draft, Favorable Wind (Storm), Fly, Gaseous Form, Lay of the Land (SC), Lightning Bolt, Protection from Energy, Quench, Resist Energy, Mass (SC), Sleet Storm, Stinking Cloud, Water Breathing, Weather Eye (SC)
4th: Air Walk, Arc of Lightning (SC), Control Currents (Storm), Control Water, Eye of the Hurricane (SC), Freedom of Movement, Ice Storm, Orb of Electricity (SC), Shout, Solid Fog, Swim: Mass (SC), Wall of Ice
5th: Call Lightning Storm, Cloud Kill, Commune with Nature, Control Winds, Fly: Mass (SC), Ice Storm, Mind Fog, Transformation of the Deeps (Storm)
6th: Chain Lightning, Control Weather, Energy Immunity (SC), Find the Path, Freezing Fog (SC), Freezing Sphere, Greater Dispel Magic, Repulsion
7th: Acid Fog, Cloud Walkers (SC), Storm of Elemental Furry (SC), Storm Tower (SC), Sunbeam, Swamp Lung (SC), Water Spout (SC), Wind Walk
8th: Depthsurge (Storm), Maelstorm (SC), Redtide (SC), Shout: Greater, Stormrage (SC), Sunburst, Whirlwind
9th: Doom of the Seas (Storm), Foresight, Storm of Vengeance, Time Stop, Tsunami (SC), Whirlwind: Greater (SC)
Stormblades are swashbuckling heroes of the high seas. Their innate connection with the elemental forces of nature makes them a force to be reckoned with. They are capable duelists, masters of sailing, and can call lightning from the skies.
Hit Die: d8
Class Skills: Acrobatics (Dex), Climb (Str), Craft (Int), Diplomacy (Cha), Fly (Dex), Intimidate (Cha), Knowledge (Arcana, Geography, Nature) (Int), Linguistics (Int), Perception (Wis), Profession (Wis), Spellcraft (Int), Survival (Wis), Swim (Str), Use Magic Device (Cha)
Skill Points at each Level: 4 + Intelligence Modifier
Stormblade
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|1st|2nd|3rd|4th|5th|6th|7th|8th|9th
1st|
+0|
+0|
+2|
+2|Spellcasting, Cantrips, Weapon Finesse|2
2nd|
+1|
+0|
+3|
+3|Lure of the Sea|3|-
3rd|
+2|
+1|
+3|
+3|Elemental Blade Skills (Shocking Strike)|4|-|-
4th|
+3|
+1|
+4|
+4|Eschew Materials|5|2|-|-
5th|
+3|
+1|
+4|
+4|Uncanny Dodge|5|3|-|-|-
6th|
+4|
+2|
+5|
+5|Wind's Favor|5|4|2|-|-|-
7th|
+5|
+2|
+5|
+5|Acrobatic Charge|5|5|3|-|-|-|-
8th|
+6|
+2|
+6|
+6|Elemental Blade Skills (Deafening Critical)|5|5|4|2|-|-|-|-|-
9th|
+6|
+3|
+6|
+6|Aquire Ship|5|5|5|3|-|-|-|-|-
10th|
+7|
+3|
+7|
+7|Shipboard Fighter|5|5|5|4|2|-|-|-|-
11th|
+8|
+3|
+7|
+7|Lesser Shipbond|5|5|5|5|3|-|-|-|-
12th|
+9|
+4|
+8|
+8|Improved Uncanny Dodge|5|5|5|5|4|2|-|-|-
13th|
+9|
+4|
+8|
+8|Elemental Blade Skills (Thundering Blow)|5|5|5|5|5|3|-|-|-
14th|
+10|
+4|
+9|
+9|Luck of the Winds|5|5|5|5|5|4|2|-|-
15th|
+11|
+5|
+9|
+9|Improved Shipbond|5|5|5|5|5|5|3|-|-
16th|
+12|
+5|
+10|
+10|Slippery Mind|5|5|5|5|5|5|4|2|-
17th|
+12|
+5|
+10|
+10|Freedom of Movement|5|5|5|5|5|5|5|3|-
18th|
+13|
+6|
+11|
+11|Elemental Blade Skills (Weakening Critical)|5|5|5|5|5|5|5|4|2
19th|
+14|
+6|
+11|
+11|Greater Shipbond|5|5|5|5|5|5|5|5|3
20th|
+15|
+6|
+12|
+12|Ship Master|5|5|5|5|5|5|5|5|4[/table]
Class Features
The following abilities are class features of the Stormblade:
Weapon and Armor Proficiency: Stormblades are proficient with all simple weapons plus the rapier and short sword. Stormblades are proficient with light armor but not with shields. Because the somatic components required for a Stormblades are simple, a Stormblade can cast Stormblade spells while wearing light armor without incurring the normal arcane spell failure chance. However a Stormblade wearing Medium or Heavy armor or using a shield incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclassed Stormblade still incurs the normal arcane spell failure chance for arcane spells received from other classes.
Spellcasting: A Stormblade casts arcane spells, which are drawn from the Stormblade spell list. When you gain access to a new level of spells, you automatically know all the spells for that level on the Stormblade spell list. You can cast any spell you know without preparing it ahead of time. To learn or cast a spell, a Stormblade must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a Stormblade’s spell is 10 + the spell level + the Stormblade’s Charisma modifier.
Weapon Finesse: A Stormblade gains Weapon Finesse as a bonus feat even if she doesn’t meet the prerequisites.
Cantrips (Sp): Stormblades know a number of cantrips, or 0-level spells, as noted on the Stormblade Spell List. These spells are cast like any other spell, but they do not consume any slots and may be used again.
Lure of the Sea (Ex): A Stormblade has a special connection with the Sea. This grants her a +2 bonus on Profession (Sailor) and Knowledge (Geography) checks.
Elemental Blade Skills (Su): Stormblades learn how to infuse their swordplay with the power of the sea. At Levels 3, 8, 13, and 18 a Stormblade gains a blade skill. Each blade skill may only be used when making a melee attack with a light weapon or a weapon that can be used with the Weapon Finesse feat.
Shocking Strike: At third level as a free action a Stormblade may use her Charisma Modifier instead of her Strength modifier as a bonus on damage rolls. Using this ability changes any piercing, slashing, or bludgeoning damage done by the attack and makes it electric.
Deafening Critical: When a Stormblade of 8th level or higher scores a critical hit against a creature, that creature must also make a Fortitude Save (DC 10 + ½ class level + Charisma Modifier) or be deafened permanently. Creatures immune to critical hits are immune to this effect.
Thundering Blow: At 13th level a Stormblade may make a single attack against a foe as a standard action. Using this ability changes any piercing, slashing, bludgeoning, or electric damage done by the attack and makes it Sonic. Additionally a creature struck by this attack must make a Fortitude Save (DC 10 + 1/2 class level + Charisma Modifier) or be stunned for one round.
Weakening Critical: When a Stormblade of 18th level or higher scores a critical hit against a creature also deals her Charisma modifier points of Strength damage to the creature. Creatures immune to critical hits are immune to this effect.
Eschew Materials: At 4th level a Stormblade gains Eschew Materials as a bonus feat.
Uncanny Dodge (Ex): Starting at 5th level, a Stormblade can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized.
Wind’s Favor (Sp): Starting at 6th level, a Stormblade gains the ability to use Wind’s Favor once per day as a spell-like ability with a caster level of 6. This also grants a Stormblade the ability to telepathically control an elemental bound into a Wind and Water Wheel.
***Eberron Exception: A Half-Elf with the Least Dragonmark of Storm gains the Lesser Dragonmark feat with the Wind’s Favor spell-like ability instead of the ability normally granted by Wind’s Favor.***
Acrobatic Charge (Ex): A Stormblade of 7th level or higher can charge in situations where others cannot. She may charge over difficult terrain that normally slows movement or allies blocking her path. This ability enables her to run down steep stairs, leap down from a balcony, or to tumble over tables to get to her target. Depending on the circumstance, she may still need to make appropriate checks (Jump or Tumble checks, in particular) to successfully move over the terrain.
Acquire Ship: Starting at 9th level, a patron recognizes your growing skill and agrees to lend you a standard airship or wind galleon (your choice) for your indefinite use. Enough crew members to properly operate the chosen vessel are also provided, each a half-elf (or any other single race from the Player’s Handbook) expert 1 with maximum ranks in Profession (Sailor). As long as you remain in good standing with your patron, you can use this vessel as you see fit with one notable condition: one-fifth of your gross income from the use of the ship must be tithed back to the patron, including any treasure retrieved during explorations for which the ship was utilized. If your benefactor has reason to believe this tithe is not being paid, they are within their rights to ask that the ship be returned to them—perhaps even going so far as to send an armed retrieval squad to repossess the vessel (and any tithes owed) in the middle of the night.
Shipboard Fighter (Ex): At 10th level and beyond, you can take 10 on Acrobatics and Climb checks even if threatened and distracted. You also do not lose your Dexterity bonus to Armor Class when balancing or climbing.
Lesser Shipbond (Su): At 11th level, you can forge a magical bond with a single vessel powered by a bound elemental. You must spend a full day of uninterrupted meditation to complete the bonding process. Once the lesser shipbond is established, it grants you several benefits with regard to that specific vessel.
You no longer require a wheel of wind and water to use your dragonmark to control the bound elemental. You can telepathically communicate with it without standing at the helm, allowing you to give it orders from anywhere aboard the ship as a move action.
The elemental acknowledges and accepts your dominance of it, becoming a trusted ally and friend to you. As long as you are on board the ship, it can initiate telepathic contact with you should it desire. It also offers advice when it can and warns you of any approaching danger, even if you are not at the helm. At the same time, the elemental becomes even more resistant to accepting orders from others. Anyone other than you or your cohort (if you have one) who attempts to control the elemental without benefit of a dragonmark takes a –8 penalty on their Charisma check. Even a dragonmark heir using a wheel of wind and water must succeed on a Charisma check to control the ship. The elemental also gains a +4 circumstance bonus on its saving throw to resist any spell or infusion that would grant control over it to anyone other than you.
You can have a lesser shipbond with only one vessel at a time. If the vessel is destroyed (or if you wish to revoke the shipbond so that you might bond with a different vessel), you must make a DC 15 Fortitude save. Failure means you lose 200 XP per Stormblade level; success reduces the loss to one-half that amount.
Improved Uncanny Dodge (Ex): An Stormblade of 12th level or higher can no longer be flanked. This defense denies a rogue the ability to sneak attack the character by flanking her, unless the attacker has at least four more rogue levels than the target has Stormblade levels.
Luck of the Winds (Ex): Once per day, a Stormblade of 14th level or higher can reroll any failed attack roll, skill check, ability check, or saving throw. She must take the result of the reroll, even if it’s worse than the original roll.
Improved Shipbond (Su): At 15th level the top speed of any vessel which you have a lesser shipbond increases by +20 feet while you are at the helm.
Slippery Mind (Ex): When an Stormblade reaches 16th level, her mind becomes more difficult to control. If the Stormblade fails her save against an enchantment spell or effect, she can attempt the save again 1 round later at the same DC (assuming she is still alive). She gets only this one extra chance to succeed at a certain saving throw.
Free Movement (Ex): At 17th level and higher, a Stormblade can slip out of bonds, grapples, and even the effects of confining spells easily. This ability duplicates the effect of a freedom of movement spell, except that it is always active. A Stormblade loses this benefit when wearing medium or heavy armor or when carrying a medium or heavy load.
Greater Shipbond (Su): At 19th level, your bond to your chosen ship increases in power. You can now telepathically communicate with your vessel’s bound elemental at any range, up to 1 mile per point of your Charisma bonus. You can even order the elemental to begin moving the ship while you are not aboard, though the elemental’s piloting skills are inferior to your own. Use the elemental’s Profession (Sailor) check (usually +0) instead of yours if you are not aboard. If you are aboard the vessel, you and it act almost as one, allowing you to command it as a free action instead of a move action.
Ship Master: At 20th level your patron recognizes your outstanding service and grants you full ownership of the vessel. Additionally you gain the Leadership, which allows you to attract a crew (Followers) and a First Mate (Cohort). If you already have the Leadership feat you instead gain the feat Epic Leadership.
Stormblade Spell List:
0th: Electric Jolt (SC), Flare, Launch Bolt (SC), Light, Message, Sonic Snap
1st: Animate Rope, Enduring Elements, Entropic Shield, Expeditious Retreat, Feather Fall, Lowlight Vision (SC), Mage Armor, Obscuring Mist, Orb of Electricity: lesser (SC), Shocking Grasp, Sonic Blast (SC), Updraft (SC)
2nd: Binding Winds (SC), Darkvision, Electric Loop (SC), Fog Cloud, Fly: Swift (SC), Gust of Wind, Levitate, Resist Energy, Shatter, Snowball Storm (SC), Sound Burst, Swim (SC), Whispering Wind, Wind Wall
3rd: Call Lightning, Capricious Zephyr (SC), Corona of Cold (SC), Daylight, Dispel Magic, Detect Ship (Storm), Down Draft, Favorable Wind (Storm), Fly, Gaseous Form, Lay of the Land (SC), Lightning Bolt, Protection from Energy, Quench, Resist Energy, Mass (SC), Sleet Storm, Stinking Cloud, Water Breathing, Weather Eye (SC)
4th: Air Walk, Arc of Lightning (SC), Control Currents (Storm), Control Water, Eye of the Hurricane (SC), Freedom of Movement, Ice Storm, Orb of Electricity (SC), Shout, Solid Fog, Swim: Mass (SC), Wall of Ice
5th: Call Lightning Storm, Cloud Kill, Commune with Nature, Control Winds, Fly: Mass (SC), Ice Storm, Mind Fog, Transformation of the Deeps (Storm)
6th: Chain Lightning, Control Weather, Energy Immunity (SC), Find the Path, Freezing Fog (SC), Freezing Sphere, Greater Dispel Magic, Repulsion
7th: Acid Fog, Cloud Walkers (SC), Storm of Elemental Furry (SC), Storm Tower (SC), Sunbeam, Swamp Lung (SC), Water Spout (SC), Wind Walk
8th: Depthsurge (Storm), Maelstorm (SC), Redtide (SC), Shout: Greater, Stormrage (SC), Sunburst, Whirlwind
9th: Doom of the Seas (Storm), Foresight, Storm of Vengeance, Time Stop, Tsunami (SC), Whirlwind: Greater (SC)