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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