Desert Wind (3.5e Martial Discipline)/All Maneuvers

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Air Scythe
Desert Wind (Strike) [Air]
Level: 1
Initiation Action: 1 standard action
Range: 100 Feet
Effect: One Melee Attack
Duration: Instantaneous
Saving Throw: None

When you initiate this maneuver you make a single melee attack roll with a slashing or Desert Wind discipline weapon, but you may target any object or creature within the maneuver's range, rather than being limited by your normal reach. If the attack hits it deals one additional point of damage per initiator level.

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All is Dust
Desert Wind (Stance)
Level: 7
Prerequisite: Two Desert Wind Maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance


Whenever you successfully hit a creature with a melee attack, it partly turns into sand, taking a single point of cumulative Dexterity penalty. For each two points of dexterity penalty inflicted, the creature's land speed drops by 5 ft. (to a minimum of 5 ft.) and it gains a +1 bonus to its natural armor. The Dexterity penalty recovers naturally at the rate of one point per minute.

Additionally, whenever you would kill a creature with a desert wind maneuver while in this stance, you may opt to turn it into a very fragile statue of sand (as per flesh to stone, the statue has 10 hit points and no hardness) instead of disabling or killing it.

A creature immune to petrification is immune to the effect of this stance.


Back to Main Page3.5e HomebrewClass Ability ComponentsMartial DisciplinesDesert Wind


Arson Step
Desert Wind, Domestic Tarrasque (Rush) [Fire, X-Discipline]
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.


Burning Sunrise Assault
Desert Wind, Setting Sun (Rush) [Fire, X-Discipline]
Level: 3
Prerequisite: 1 Desert Wind or Setting Sun Maneuver
Initiation Action: 1 Move Action
Range: Personal
Target: You
Duration: Instantaneous and 1 round
Saving Throw: None
Upon initiating this maneuver you make a jump check, travelling twice the distance your jump check would allow both vertically and horizontally and it is not limited by your movement speed. All attacks you make until the beginning of your next turn deal an additional 2d6 fire damage.


Dancing Flame
Desert Wind (Rush) [Fire]
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.


Dancing Inferno
Desert Wind (Rush) [Fire]
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.


Dancing Wildfire
Desert Wind (Rush) [Fire]
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 3d6 fire damage and has their fire resistance reduced by an amount equal to twice your initiator level (minimum fire resistance 0) for one round.


Desert Bastion
Desert Wind (Strike) [Earth]
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.


Desert Glare
Desert Wind (Strike) [Light]
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 1d4 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.


Desert Scorpion's Breath
Desert Wind (Strike) [Fire]
Level: 5
Prerequisite: Two Desert Wind Maneuvers
Initiation Action: 1 Full-Attack Action
Range: 15 ft.
Area: Cone-shaped Burst
Duration: Instantaneous (see text)
Saving Throw: Reflex halves (see text)

Toasty!

Upon using this maneuver your head turns into a skull (or another inhuman face of your choice) and you breath a cone of hellish flames, dealing 1d6 fire damage per initiator level (maximum 15d6). A successful reflex save halves the damage. Any creature who fails it Reflex save must make a Fortitude save or be dazed for 1 round.

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Dragonfire Blast Strike
Desert Wind (Strike) [Fire]
Level: 4
Prerequisite: Two Desert Wind maneuvers
Initiation Action: Standard
Range: Melee Attack
Target: One creature or object
Duration: Instantaneous
Saving Throw: Reflex Half (see text)

As part of initiating this strike, you make a single attack at your highest attack bonus. If the attack hits, roll an additional attack roll against the target with the same bonus. If the second attack roll hits, the attack deals an additional 3d6 fire damage and you create a 30-ft line starting from one grid interaction in the target’s space within your reach. All creatures in the cone, inducing the initial target, takes 1d6 fire damage per two initiator levels. A successful Reflex save halves the damage, except for the target of the attack who is not allowed a save.



Back to Main Page3.5e HomebrewClass Ability ComponentsMartial DisciplinesDesert Wind


Fire Bending
Desert Wind (Strike) [Fire]
Level: 3
Prerequisite: Two Desert Wind Maneuvers
Initiation Action: Standard
Range: Medium (100 ft. + 10 ft./level)
Area: One nonmagical fire source; see text
Duration: Concentration, up to 1 min./level
Saving Throw: See Text

This maneuver function as the control flames power with a manifester level equal to your initiator level, the power is augmented as if it was a psi-like ability.

If used through Arctic Wind, this ability instead replicate control water and the maneuver descriptor change to [Water], if used through Tempest Wind/Desert Storm it replicate control air instead the maneuver descriptor change to [Air]. The maneuver range, area and other effect are altered as per the spell or power used.

This maneuver is a supernatural ability.


Ghost of the Desert
Desert Wind (Strike) [Creation, Shadow]
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 must spend a move action each round to maintain it, otherwise it collapses back into sand.

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. This maneuver's duration must end (via time or the destruction of the creatures) before the maneuver can be refreshed. 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.

This maneuver is a supernatural ability.

Ghost of the Desert Creatures
Minimum Initiator Level Creatures
11th Brine OozeSand (TN), Desert DevilSand (LE), Giant Banded LizardSand (TN), Haboob Elemental (TN), huge monstrous scorpion (TN), lamia (CE)
13th gynosphinx (TN), Pendulum Scorpion, Saguaro SentinelSand (TN), Salt MummyMM3 (CE), ThreskisphinxSand (NG)
15th Crawling ApocalypseSand (LE), DunewinderSand (TN), gargantuan monstrous scorpion (TN), Salt Golem (TN), spicule (TN)
17th [[]], CrocosphinxSand (CE), colossal monstrous scorpion (TN), purple worm (TN)
19th [[]], [[]], Sand GolemSand (TN), Suntower Cactus (TN)
21st [[]], [[]], sand devil (LE)
23th Flame Pheonix (NG), Marruspawn AbominationSand (NE)
25th [[]]


Haze of Lies
Desert Wind (Strike) [Mind-Affecting]
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.


Heat Sink
Desert Wind (Counter)
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.


Hungry Earth
Desert Wind (Strike)
Level: 4
Prerequisite: Need one 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.


Jitterbug
Organic Repast, Diamond Mind, Dancing Goddess, Desert Wind (Boost) [X-Discipline, Time]
Level: 6
Prerequisite: Three Organic Repast, Diamond Mind, Dancing Goddess, or Desert Wind maneuvers
Initiation Action: 1 move action
Range: Personal
Target: You
Duration: See text
One moment, fractured into two. A series of steps, transformed from a motion to a martial dance. You ready yourself for your enemies, setting aside the time you need to execute your techniques.

By performing this maneuver, you transform a single move action (specifically, the move action used to initiate this maneuver) into two swift actions or one standard action. The swift actions can be performed at any point during this turn, and if you elect to do so, you may convert one of those swift actions into an immediate action to be used before your next turn. If you use this maneuver to convert a move action to a standard action, that standard action must be taken immediately.

No matter what mechanism you use to refresh maneuvers or what maneuver-granting items you may have access to, you may only use jitterbug once in any given round. (Thus, a warblade can't use this maneuver to take a huge number of actions in a single round.)


Mirage Mirror
Desert Wind (Stance)
Level: 7
Prerequisite: Need three Desert Wind maneuvers
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.

This maneuver is a supernatural ability.


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.


Path of the Dry Ones
Desert Wind (Strike) [Teleportation]
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.

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Roaring Flames
Desert Wind (Stance)
Level: 3
Prerequisite: Two Desert Wind maneuvers.
Initiation Action: Swift Action
Range: Personal
Target: Self


This stance greatly enhances your flames, making them much deadlier than normal. When a desert wind maneuver deals fire damage, increase that damage by +1 per dice of damage. Additionally, desert wind maneuvers that deals fixed amounts of dice in fire damage such as Dragon's FlameToB and Fan the FlameToB deals an additional +1d6 fire damage, to a maximum number of d6 rolled equal to your initiator level. At initiator level 8th, 12th, 16th and 20th you add an extra d6 to these maneuvers, with the same limitations.



Back to Main Page3.5e HomebrewClass Ability ComponentsMartial DisciplinesDesert Wind


Sand Spray
Desert Wind (Counter)
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.


Sandstorm Cloak
Desert Wind (Strike) [Air, Earth]
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.

This maneuver is a supernatural ability.


Searing Foehn
Desert Wind (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, your fire attacks are so hot that they ignore the 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 spells up to 1/2 your initiator level. This maneuver is extraordinary, though the attacks which use fire damage are often supernatural.


Simmering Steel Stance
Desert Wind (Stance) [Fire]
Level: 1
Initiation Action: Swift
Range: Personal
Effect: You
Duration: Stance
Your weapons glow with heat, as though they had been dipped in alchemist's fire or turpentine and set alight.

While you are in this stance, all of your melee attacks do one extra fire damage, plus one more fire damage for the highest level maneuver you can initiate, to a maximum of 10 fire damage added per attack.


Solar Blaze
Desert Wind (Boost) [Light]
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 one of 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.

Alternatively, 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 sunlight area ends.

This maneuver is a supernatural ability.


Sun's Wrath
Desert Wind (Boost)
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.


Twist the Sands of Time
Desert Wind (Strike) [Time]
Level: 6
Prerequisite: Two Desert Wind maneuvers
Initiation Action: 1 Standard Action
Range: 30 ft.
Area: 30-ft.-radius burst centered on you
Duration: 5 Rounds
Saving Throw: Will Negate

You unleash a torrent of golden sand which spirals around you like a clock, and suddenly everything around you becomes very, very slow.

Upon initiating this maneuver, you are hasted, then all hostile creatures within the area of effect must make a Will save or become slowed. While hasted by this maneuver, everything around you becomes very slow, you fall as if you are under the effect of feather fall, and you are able to move on liquid, as well as up vertical surfaces and on other surfaces that could not normally support your weight. However, you need to end your movement on a horizontal surface which can support you; otherwise, you will fall.


Wind Scorpion Pursuit
Desert Wind (Rush)
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 10× 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.


Withdraw
Desert Wind, Night Wind, Psychic Arrow (Counter) [X-Discipline]
Level: 2
Prerequisite: One Desert Wind or Night Wind maneuver
Initiation Action: One immediate action
Range: Personal
Target or Effect: You; one illusory double
Duration: Instantaneous and 1 round
Saving Throw: None


When you initiate this counter, you leap away, moving up to half your land speed (This movement doesn't provoke attacks of opportunity unless the creatures can see invisibility). As you do so, you become invisible until the end of your next turn, leaving an illusory image of yourself in your place. The image lasts until the beginning of your next turn or until struck, whichever comes first. The invisibility ends early if you attack, as per the Invisibility spell.


Wrath of the Desert
Desert Wind (Strike) [Air, Earth]
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

SHORYUKEN!!!

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.