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of writing in some manner (even a primitive manner, such<br />
as drawing in the dirt with a paw), the target can write in<br />
the languages it understands.<br />
In all other ways, the target’s standard game statistics are<br />
effectively replaced by those of the new form. The target<br />
loses all the special abilities of its normal form, including its<br />
class features, even if the new form would normally be able<br />
to use those class features.<br />
If the new form’s size is different from the target’s normal<br />
size, its new space must share as much of the original form’s<br />
space as possible, squeezing into the available space if necessary<br />
(see Squeezing, PH 148). If insufficient space exists for<br />
the new form, the spell fails.<br />
Any gear worn or carried by the target melds into the new<br />
form and becomes nonfunctional. When the target reverts to<br />
its normal form, any objects that were melded into the new<br />
form reappear in the same location on its body they previously<br />
occupied and are functional once again. Any new items that<br />
were worn by the new form fall off and land at the target’s<br />
feet.<br />
The spellcaster can freely designate the new form’s minor<br />
physical qualities (such as hair color and skin color) and<br />
significant physical qualities (such as height, weight, and<br />
gender), within the normal ranges for a creature of that kind.<br />
The target of a polymorph spell is effectively camouflaged as a<br />
creature of its new form, and it gains a +10 bonus on Disguise<br />
checks if it uses this ability to create a disguise.<br />
If the target of a polymorph spell is slain or rendered<br />
unconscious, the spell ends. Any part of the body that is<br />
separated from the whole remains polymorphed until the<br />
effect ends.<br />
Incorporeal creatures, gaseous creatures, and creatures of<br />
the plant type are immune to polymorph spells. A creature of<br />
the shapechanger subtype (such as a lycanthrope or doppelganger)<br />
can revert to its natural form as a standard action.<br />
NEW ASSASSIN SPELL<br />
4th Level<br />
Ferocity of Sanguine Rage: Gain bonus on melee damage<br />
rolls and one use of true strike.<br />
NEW BARD SPELLS<br />
2nd Level<br />
Soul of Anarchy: Gain +5 on Escape Artist checks and<br />
grapple checks to avoid being grappled, your natural<br />
weapons are chaotic-aligned, and you are treated as<br />
being chaotic-aligned for adjudicating effects.<br />
3rd Level<br />
Adoration of the Frightful: Make fearful creatures<br />
friendly to you.<br />
Vision of the Omniscient Eye: Gain +10 bonus on Spot<br />
checks, immunity to being dazzled or blinded, and one<br />
use of faerie fire.<br />
NEW BLACKGUARD SPELL<br />
2nd Level<br />
Soul of Shadow: Inflict spells cast by or on you have<br />
greater effect.<br />
NEW CLERIC SPELLS<br />
3rd Level<br />
Adoration of the Frightful: Make fearful creatures<br />
friendly to you.<br />
Soul of Light: Healing spells cast by or on you have<br />
greater effect.<br />
Soul of Shadow: Inflict wounds spells cast by or on you<br />
have greater effect.<br />
Vision of the Omniscient Eye: Gain +10 bonus on Spot<br />
checks, immunity to being dazzled or blinded, and one<br />
use of faerie fire.<br />
4th Level<br />
Mark of the Enlightened Soul A : Spells gain the good<br />
descriptor and deal extra damage to evil creatures.<br />
Touch of the Blackened Soul A : Spells gain the evil<br />
descriptor and deal extra damage to good creatures.<br />
6th Level<br />
Eyes of the Oracle: Gain +2 bonus to AC and on Reflex<br />
saves; ready one extra action.<br />
NEW DRUID SPELLS<br />
1st Level<br />
Path of Frost: Create a frozen path on the ground that<br />
slows movement and deals cold damage.<br />
Rot of Ages: Cloud of rotting debris sickens or nauseates<br />
one creature, provides concealment for others.<br />
2nd Level<br />
Primal Hunter: Gain a +5 bonus on Climb, Jump, and<br />
Swim checks.<br />
3rd Level<br />
Primal Instinct: Gain a +5 bonus on initiative checks and<br />
Survival checks.<br />
Vision of the Omniscient Eye: Gain +10 bonus on Spot<br />
checks, immunity to being dazzled or blinded, and one<br />
use of faerie fire.<br />
Wingblast: Create wings that can transform into a gust of<br />
wind or obscuring mist.<br />
Wreath of Flames: Flames around you deal 1d6 damage<br />
to adjacent foes; your melee attacks deal +1d6 fire<br />
damage.<br />
4th Level<br />
Passage of the Shifting Sands: Become a swirling sand<br />
cloud; gain one use of gust of wind.<br />
Primal Senses: Gain low-light vision and a +5 bonus on<br />
Listen and Spot checks.<br />
CHAPTER 3<br />
DRACONIC<br />
MAGIC<br />
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