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CHAPTER 3<br />
DRACONIC<br />
MAGIC<br />
70<br />
While airborne, you can use a swift<br />
action each round to fire a bolt of<br />
<strong>magic</strong>al lightning as a ranged touch<br />
attack against any other airborne target<br />
within 60 feet. This attack deals 1 point<br />
of electricity damage per caster level<br />
(maximum 20 points) and reduces the<br />
target’s fly speed to 1/2 normal for the<br />
duration of the spell. This speed reduction<br />
doesn’t stack, so attacking the same<br />
target multiple times yields no extra<br />
reduction in fly speed (but continues<br />
to deal damage).<br />
Furthermore, while this spell is<br />
active, you can activate one lightning bolt<br />
(as the spell) as a standard action. Doing<br />
so ends the duration of lord of the sky, and<br />
if you do not have a natural fly speed, you<br />
drift to the ground as per the fl y spell.<br />
Special: If you are of the <strong>dragon</strong>blood<br />
subtype (see page 4), this spell grants<br />
you a fly speed of 60 feet (or 40 if<br />
encumbered as described above). Dragonblooded<br />
casters who already have a<br />
fly speed of 60 feet or greater instead<br />
gain a +10-foot improvement to their<br />
fly speed.<br />
MAGIC OF THE<br />
DRAGONHEART<br />
Transmutation<br />
Level: Sorcerer 2<br />
Components: V, S<br />
Casting Time: 1 standard action<br />
Range: Personal<br />
Target: You<br />
Duration: 1 hour/level<br />
You speak your own name as you clench<br />
your fists at your side. An aura of bright<br />
energy forms around you, coalescing into<br />
the shape of a translucent <strong>dragon</strong> above<br />
your head.<br />
This spell grants you a variety of benefits<br />
related to your draconic feats. If<br />
you have no draconic feats, this spell<br />
has no effect.<br />
While this spell is active, you are<br />
considered to have two more draconic<br />
feats than normal for the purpose of<br />
determining the benefit of your draconic<br />
feats. For example, if you have<br />
the Draconic Heritage feat (see page<br />
17), you would gain a +2 bonus to the<br />
specified saves for the duration of this<br />
spell, over and above the bonus already<br />
granted by that feat.<br />
In addition, for the purpose of determining<br />
the benefit of a draconic feat,<br />
treat <strong>magic</strong> of the <strong>dragon</strong>heart as if its<br />
spell level equaled 1/2 your caster level.<br />
For example, an 8th-level sorcerer that<br />
has the Draconic Flight feat (Complete<br />
Arcane 77) would gain a fly speed of 40<br />
feet after casting this spell, as if it were<br />
a 4th-level spell.<br />
Finally, you gain a competence bonus<br />
equal to 1/2 your caster level (maximum<br />
+10) on skill checks made with<br />
the class skill granted by your Draconic<br />
Heritage feat (if you have the feat).<br />
MARK OF THE<br />
ENLIGHTENED SOUL<br />
Transmutation [Good]<br />
Level: Cleric 4, sorcerer/wizard 4<br />
Components: V, S<br />
Casting Time: 1 swift action<br />
Range: Personal<br />
Target: You<br />
Duration: 3 rounds or until ended<br />
Your hands glow softly, as if illuminated<br />
from within by a bright light.<br />
This spell adds a touch of good to your<br />
<strong>magic</strong>, granting you special potency<br />
against your evil-aligned enemies. Your<br />
spells gain the good descriptor. Any<br />
spell you cast of 3rd level or lower deals<br />
+50% damage to evil-aligned creatures.<br />
As part of the casting of this spell,<br />
you can sacrifice one sorcerer spell slot<br />
of 5th to 9th level; doing this increases<br />
the maximum level of spells affected<br />
by mark of the enlightened soul to the<br />
level of the sacrificed slot minus 1. For<br />
example, if you spend a 4th-level spell<br />
slot to cast the spell and a 7th-level spell<br />
slot to augment it, you would deal extra<br />
damage to evil-aligned creatures with<br />
spells of 6th level or lower.<br />
Special: A good-aligned caster of the<br />
<strong>dragon</strong>blood subtype can choose to<br />
end this spell’s duration by activating<br />
protection from evil (as the spell, but<br />
targeting itself) as a swift action. This<br />
effect lasts for the normal duration of<br />
protection from evil.<br />
MIND OF THE<br />
LABYRINTH<br />
Enchantment (Compulsion)<br />
[Mind-Affecting]<br />
Level: Sorcerer/wizard 8<br />
Components: V, S<br />
Casting Time: 1 standard action<br />
Range: Personal<br />
Target: You<br />
Duration: 1 hour/level or until<br />
expended<br />
As you close your eyes to mere slits, a black<br />
miasma of energy floats around your head,<br />
sucking in light and the stray minds of<br />
others.<br />
You twist your mind to become a<br />
<strong>magic</strong>al labyrinth, bewildering unsuspecting<br />
spellcasters. If an enemy casts<br />
a mind-affecting spell or abilityt that<br />
targets you, the enemy becomes confused<br />
for 1 round, disoriented by the<br />
mazelike confines of your consciousness.<br />
(This confusion occurs whether<br />
or not the spell successfully affects<br />
you.) A successful Will save (DC 18 +<br />
your Int modifier) negates this effect<br />
and renders that foe immune to this<br />
casting of the spell.<br />
Furthermore, while mind of the<br />
labyrinth is active, you can use an<br />
immediate action to activate a dominate<br />
person effect (as the spell, except<br />
that the duration is 1 hour) on one<br />
humanoid who casts a mind-affecting<br />
spell on you. Doing so ends the duration<br />
of mind of the labyrinth, though the<br />
dominate person effect lasts for 1 hour<br />
thereafter.<br />
Special: A character who learns this<br />
spell gains a +1 competence bonus on<br />
Bluff checks.<br />
PASSAGE OF THE<br />
SHIFTING SANDS<br />
Transmutation/Evocation [Air]<br />
Level: Druid 4, sorcerer/wizard 4<br />
Components: V, S<br />
Casting Time: 1 standard action<br />
Range: Personal<br />
Target: You<br />
Duration: 1 minute/level (D) or<br />
until expended