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You create a burst of icy energy that<br />

flash-freezes any creatures within the<br />

spell’s area. The spell deals 1d6 points<br />

of cold damage per caster level (maximum<br />

25d6 points). Any living creature<br />

reduced to –1 or fewer hit points is not<br />

killed, but instead turned to solid ice<br />

(similar to flesh to stone, but with ice<br />

instead of stone). Effectively, the spell<br />

can’t reduce a creature’s hit points<br />

below –9. A successful Fortitude save<br />

halves the damage.<br />

A creature turned to solid ice by this<br />

spell gains hardness 10 as well as immunity<br />

to cold and electricity. However, it<br />

also gains vulnerability to fire, and any<br />

frozen creature reduced to –10 or fewer<br />

hit points by fire damage immediately<br />

melts (and dies). Once this occurs, the<br />

creature can be brought back to life<br />

only with a miracle, true resurrection, or<br />

wish spell.<br />

Special: A character who learns this<br />

spell gains resistance to cold 5, which<br />

stacks with any other resistance to cold<br />

he already possesses.<br />

CALL OF THE<br />

TWILIGHT DEFENDER<br />

Conjuration (Summoning)<br />

Level: Druid 6, sorcerer/wizard 6<br />

Components: V<br />

Casting Time: 1 full round<br />

Range: Close (25 ft. + 5 ft./2 levels)<br />

Effect: One twilight guardian<br />

Duration: 1 round/level<br />

Saving Throw: None<br />

Spell Resistance: No<br />

The very ground erupts in a shower of stone<br />

and dirt, accompanied by a thunderclap.<br />

Standing in the center of the damaged<br />

ground is a creature of stone, wood, and<br />

plant parts resembling the regal form of a<br />

guardian <strong>dragon</strong>.<br />

This spell summons one twilight guardian<br />

(see page 121) to fight for you. The<br />

spell functions like a summon nature’s<br />

ally spell, but with one exception. At any<br />

time, a summoned twilight guardian<br />

can sacrifice itself by simply touching<br />

you (a standard action); the twilight<br />

guardian is immediately destroyed, and<br />

you gain a number of hit points equal to<br />

1/2 the twilight guardian’s remaining<br />

hit points before its sacrifice.<br />

Special: A character who learns this<br />

spell gains a +1 competence bonus on<br />

Knowledge (nature) checks.<br />

CHANNEL THE<br />

DRAGON<br />

Transmutation<br />

Level: Wu jen 7 (all)<br />

Components: V, S<br />

Casting Time: 1 full round<br />

Range: Personal<br />

Target: You<br />

Duration: 1 round/level<br />

You feel the mighty force of elemental<br />

wyrms flood your spirit and reinforce<br />

your body. Your flesh hardens, and your<br />

eyes gleam.<br />

Few creatures represent both the mystic<br />

and the elemental more than <strong>dragon</strong>s.<br />

You tap into the spiritual might of these<br />

magnificent creatures to gain a breath<br />

weapon and a defensive ability based on<br />

your favored element (and the <strong>dragon</strong><br />

variety channeled by the spell). See the<br />

table below for details.<br />

The breath weapon takes the form<br />

of a 15-foot cone-shaped burst. Using<br />

the breath weapon requires a standard<br />

action, and each time you breathe, you<br />

must wait 1d4 rounds before breathing<br />

again. Spell resistance does not apply<br />

against the breath weapon’s effect.<br />

Element Breath Defensive<br />

(Dragon) Weapon Ability<br />

Earth Slow, DR 5/<br />

(copper) 1d6 rounds adamantine<br />

(Will negates)<br />

Fire (red) 7d6 fire Resistance to<br />

(Ref half) fire 30<br />

Metal Paralysis, DR 5/<br />

(silver) 1 round adamantine<br />

(Will negates)<br />

Water 7d6 cold Resistance to<br />

(white) (Ref half) cold 30<br />

Wood 7d6 acid Resistance to<br />

(green) (Ref half) acid 30<br />

CURSE OF THE<br />

ELEMENTAL LORDS<br />

Necromancy<br />

Level: Sorcerer/wizard 4<br />

Components: V, S<br />

Casting Time: 1 swift action<br />

Range: Medium<br />

(100 ft. + 10 ft./level)<br />

Target: One creature/4 levels<br />

Duration: 24 hours<br />

Saving Throw: Will negates<br />

Spell Resistance: Yes<br />

Ghostly images of elemental beasts fly from<br />

your outstretched arm, striking foes and<br />

placing a shadowy curse upon them.<br />

This spell places a curse on the targets,<br />

making them more susceptible to your<br />

<strong>magic</strong>al attacks. When you cast this<br />

spell, select acid, cold, electricity, or fire;<br />

any creature affected by the spell takes<br />

an extra 1d6 points of damage from any<br />

of your spells that deal damage of that<br />

energy type. The extra damage isn’t<br />

added to other effects, such as a weapon’s<br />

fl amin g special ability, nor does it apply to<br />

damage dealt by other characters.<br />

As part of the casting of this spell,<br />

you can sacrifice one additional sorcerer<br />

spell slot of up to 9th level; doing this<br />

increases the extra damage from the<br />

spell by 1 point per level of the sacrificed<br />

slot. For example, if you spend a 4th-level<br />

spell slot to cast curse of the elemental lords<br />

and a 6th-level spell slot to augment it,<br />

the resulting curse adds 1d6+6 points of<br />

damage to the damage taken by targets<br />

of your spells of the chosen energy<br />

type. Curse of the elemental lords can’t be<br />

dispelled, but it can be removed by any<br />

effect that would remove a curse.<br />

Special: If you are of the <strong>dragon</strong>blood<br />

subtype (see page 4), the extra damage<br />

from this spell also applies to your<br />

breath weapon (assuming that it deals<br />

the appropriate type of damage).<br />

DETECT<br />

DRAGONBLOOD<br />

Divination<br />

Level: Sorcerer/wizard 1<br />

Components: V, S<br />

Casting Time: 1 standard action<br />

Range: 60 ft.<br />

Area: Cone-shaped emanation<br />

Duration: Concentration, up to 10<br />

min./level (D)<br />

Saving Throw: None<br />

Spell Resistance: No<br />

CHAPTER 3<br />

DRACONIC<br />

MAGIC<br />

65

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