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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