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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 />

71

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