dragon-magic-oef
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PATH OF FROST<br />
Transmutation [Cold]<br />
Level: Druid 1, sorcerer/wizard 1<br />
Components: V, S<br />
Casting Time: 1 standard action; see<br />
text<br />
Range: 30 ft.<br />
Area: One 5-foot square per level<br />
(maximum 5), beginning adjacent<br />
to your space (S)<br />
Duration: 1 round/level<br />
Saving Throw: Reflex negates<br />
Spell Resistance: No<br />
A pathway of solid ice races along the<br />
ground from your feet, creating a frozen<br />
strip that gives off wisps of moisture.<br />
CHAPTER 3<br />
DRACONIC<br />
MAGIC<br />
An ill wind blows in the desert, spurred on by <strong>dragon</strong> <strong>magic</strong><br />
You entire body sparkles as color fades from<br />
your form. A stiff breeze picks up as you<br />
collapse into thousands of particles of sand,<br />
sent flying on the warm wind.<br />
You and all your belongings become<br />
a flying cloud of sand, swirling and<br />
formless yet retaining your consciousness.<br />
You lose your normal shape and<br />
become a sand cloud, taking up the<br />
same space you do in your normal<br />
form. You can fly at a speed of 40 feet<br />
(perfect maneuverability), but you lose<br />
any other movement rates you had in<br />
your normal form. Treat this otherwise<br />
as gaseous form (PH 234).<br />
If you end your movement in the<br />
same space as another creature, that<br />
creature is blinded for 1 round (Fortitude<br />
negates). Spell resistance does not<br />
apply against this effect.<br />
Furthermore, while this spell is<br />
active, you can activate a gust of wind<br />
effect (as the spell) as a swift action.<br />
Doing so ends the duration of passage<br />
of the shifting sands.<br />
Special: A blue <strong>dragon</strong> capable of casting<br />
6th-level sorcerer spells can cast<br />
this spell as a swift action.<br />
This spell creates a pathway or area of<br />
slippery ice on the ground. Entering<br />
an affected square costs 2 squares of<br />
movement; a creature can avoid this<br />
hindrance by succeeding on a DC 10<br />
Balance check. If the creature fails the<br />
save by 5 or more, it not only spends<br />
2 squares of movement to enter the<br />
affected square, but it also falls prone<br />
in that square.<br />
In addition, any creature that starts<br />
its turn in an affected square or that<br />
enters an affected square takes 1 point<br />
of cold damage. If a creature enters<br />
more than one affected square on its<br />
turn, it takes damage for each square.<br />
This spell can be cast only on solid<br />
ground and has no effect when cast on<br />
the surface of water or other liquids.<br />
If you cast path of frost again before<br />
the duration of the first spell ends,<br />
any squares within the area of both<br />
castings deal 2 points of cold damage.<br />
More than two overlapping areas don’t<br />
stack.<br />
Special: A white <strong>dragon</strong> capable of<br />
casting 3rd-level sorcerer spells can<br />
cast this spell as a swift action.<br />
PRIMAL HUNTER<br />
Transmutation<br />
Level: Druid 2, ranger 1, sorcerer 2<br />
Components: V, S<br />
Casting Time: 1 standard action<br />
Range: Personal<br />
Target: You<br />
Duration: 24 hours<br />
Illus. by C. Critchlow<br />
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