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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 />

61

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