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Vague, translucent shadows of your body’s<br />

form move just out of sync with your own<br />

motions, a visible sign that you exist in two<br />

places in time.<br />

You can see into the future, slightly<br />

anticipating your opponents’ next<br />

moves. You gain a +2 insight bonus to<br />

Armor Class and a +2 insight bonus on<br />

Reflex saves.<br />

Additionally, at the end of your turn,<br />

you can ready a single standard action<br />

regardless of the number of actions<br />

taken this turn. Thus, you can move<br />

at your movement rate, make a single<br />

attack, and then at the end of your<br />

turn ready an action to cast a single<br />

spell with a casting time of one standard<br />

action. This behaves as a readied<br />

action in all other ways, including the<br />

change in your initiative. If you take<br />

the readied action, the spell’s effect<br />

ends immediately.<br />

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

subtype (see page 4), your bonus to<br />

Armor Class and on Reflex saves<br />

improves to +3.<br />

FEROCITY OF<br />

SANGUINE RAGE<br />

Transmutation/Divination<br />

Level: Assassin 4, sorcerer/wizard 3<br />

Components: V, S<br />

Casting Time: 1 standard action<br />

Range: Personal<br />

Target: You<br />

Duration: 1 round/level or until<br />

expended<br />

Blood seems to pour from your eyes as<br />

an irregular red glow whirls around you<br />

chaotically.<br />

This spell imbues you with a supernatural<br />

ferocity, giving you an edge<br />

in melee combat. You gain a morale<br />

bonus on your melee damage rolls (with<br />

weapons or natural attacks) equal to 1/2<br />

your caster level. This has no impact on<br />

your ability to cast spells or perform<br />

other actions.<br />

Furthermore, while this spell is<br />

active, you can activate a true strike<br />

effect (as the spell) on yourself as a<br />

standard action. This effect lasts for the<br />

normal duration of the true strike spell<br />

(a single attack), after which the entire<br />

spell’s duration ends.<br />

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

subtype (see page 4), you cast this spell<br />

at +1 caster level.<br />

FIRESTRIDE<br />

EXHALATION<br />

Conjuration (Teleportation)/<br />

Evocation [Fire]<br />

Level: Sorcerer/wizard 4, wu jen 4<br />

(fire)<br />

Components: V, S<br />

Casting Time: 1 standard action<br />

Range: 30 ft.; see text<br />

Area: Cone-shaped burst; see text<br />

Duration: Instantaneous<br />

Saving Throw: Reflex half<br />

Spell Resistance: Yes<br />

With a word and a gesture, you fill your<br />

lungs with swirling, burning energy. Then,<br />

with a mighty exhalation, you flood the<br />

space before you with a powerful cone of<br />

fire. As the last wisps of energy leave your<br />

lips, your body becomes part of the breath<br />

weapon, allowing you to flow through space<br />

and reform your body anywhere within the<br />

breath’s area.<br />

You breathe forth a cone of fire that<br />

deals 8d6 points of fire damage. A successful<br />

Reflex save halves this damage,<br />

and spell resistance applies.<br />

When you cast this spell, you<br />

have the option of becoming part of<br />

the breath weapon and teleporting<br />

instantly to any unoccupied space<br />

within the breath weapon’s area. Your<br />

entire body need not fit within the<br />

breath’s area, as long as your new space<br />

shares at least 1 square with the breath<br />

weapon’s area. You bring along any<br />

gear worn or carried (up to your maximum<br />

load). You can’t bring along other<br />

creatures except for your familiar. You<br />

must make this decision when casting<br />

the spell, before any other effects of<br />

the breath weapon are resolved (such<br />

as saves, spell resistance, and so forth).<br />

You aren’t damaged by the spell’s effect<br />

when you appear within its area.<br />

FORM OF THE<br />

DESERT HUNTER<br />

Transmutation (Polymorph)<br />

Level: Sorcerer/wizard 5<br />

Components: V, S<br />

Casting Time: 1 swift action<br />

Range: Personal<br />

Target: You<br />

Duration: 1 round/level (D)<br />

Brass scales grow from your flesh as a thick<br />

mane surrounds your face. Your arms and legs<br />

become powerfully muscled and grow sharp<br />

claws as your body hunches over to become<br />

quadrupedal, and a small pair of batlike wings<br />

sprouts from your shoulder blades.<br />

You take the form of a <strong>dragon</strong>ne (MM<br />

89). You gain 30 temporary hit points,<br />

which disappear at the end of the<br />

spell’s duration. For details, see The<br />

Polymorph Subschool on page 60.<br />

GLORIOUS MASTER OF<br />

THE ELEMENTS<br />

Evocation [Acid, Cold, Electricity,<br />

Fire]<br />

Level: Sorcerer/wizard 7<br />

Components: None<br />

Casting Time: 1 standard action<br />

Range: 60 ft.<br />

Target: One creature<br />

Duration: 5 rounds<br />

Saving Throw: None<br />

Spell Resistance: Yes<br />

A surge of arcane energy explodes from your<br />

fingertips, sending white, red, and yellow<br />

jolts lancing outward.<br />

This spell allows you to channel the<br />

awesome energy of the primal elements.<br />

For the duration of the spell, you can, as<br />

a standard action, make a ranged touch<br />

attack against any target within 60 feet.<br />

If successful, you deal 1d6 points of<br />

energy damage per two caster levels<br />

(maximum 10d6). Before making the<br />

attack, select the energy type from<br />

among acid, cold, electricity, and fire.<br />

Additionally, each time you successfully<br />

make an attack on a target<br />

using this spell, you gain a cumulative<br />

+2 bonus on the damage roll for each<br />

subsequent attack on the same target.<br />

CHAPTER 3<br />

DRACONIC<br />

MAGIC<br />

67

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