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CHAPTER 3<br />

DRACONIC<br />

MAGIC<br />

72<br />

Your muscles ripple with the memory of<br />

ancestral strength, tensing for quick action.<br />

This spell causes your body to recall the<br />

strength of your forebears, hearkening<br />

back to a time when your ancestors<br />

constantly struggled for survival. You<br />

gain a +5 competence bonus on Climb,<br />

Jump, and Swim checks.<br />

If primal hunter is active on you at<br />

the same time as primal instinct, primal<br />

senses, or primal speed, you gain uncanny<br />

dodge (as the barbarian class feature). If<br />

all four of these spells are active on you<br />

at the same time, you gain improved<br />

uncanny dodge (as the barbarian class<br />

feature; your barbarian level for the<br />

purpose of being flanked equals your<br />

caster level).<br />

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

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

spell as a swift action.<br />

PRIMAL INSTINCT<br />

Transmutation<br />

Level: Druid 3, ranger 2, sorcerer 3<br />

Components: V, S<br />

Casting Time: 1 standard action<br />

Range: Personal<br />

Target: You<br />

Duration: 24 hours<br />

Rings of blue-white energy travel from your<br />

feet to your head and back again, vanishing<br />

after encircling you in their glow.<br />

This spell calls upon the raw natural<br />

forces within you to grant the basic<br />

instincts possessed by your ancestors.<br />

You gain a +5 competence bonus on<br />

initiative and Survival checks.<br />

If primal instinct is active on you at<br />

the same time as primal hunter, primal<br />

senses, or primal speed, you gain uncanny<br />

dodge (as the barbarian class feature). If<br />

all four of these spells are active on you<br />

at the same time, you gain improved<br />

uncanny dodge (as the barbarian class<br />

feature; your barbarian level for the<br />

purpose of being flanked equals your<br />

caster level).<br />

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

subtype (see page 4), you also gain a +5<br />

competence bonus on any one kind of<br />

Knowledge check, chosen when you<br />

cast primal instinct, and you are treated<br />

as trained in that skill.<br />

PRIMAL SENSES<br />

Transmutation<br />

Level: Druid 4, ranger 3, sorcerer 4<br />

Components: V, S<br />

Casting Time: 1 standard action<br />

Range: Personal<br />

Target: You<br />

Duration: 24 hours<br />

Translucent, catlike eyes appear over your<br />

own, flaring brightly for a moment before<br />

fading to invisibility.<br />

This spell calls upon the primal forces<br />

of creation to grant you the senses of<br />

your primitive ancestors. You gain lowlight<br />

vision and a +5 competence bonus<br />

on Listen and Spot checks.<br />

If primal senses is active on you at<br />

the same time as primal hunter, primal<br />

instinct, or primal speed, you gain<br />

uncanny dodge (as the barbarian class<br />

feature). If all four of these spells are<br />

active on you at the same time, you<br />

gain improved uncanny dodge (as the<br />

barbarian class feature; your barbarian<br />

level for the purpose of being flanked<br />

equals your caster level).<br />

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

subtype (see page 4), you also gain<br />

blindsense out to 10 feet.<br />

PRIMAL SPEED<br />

Transmutation<br />

Level: Druid 6, ranger 4, sorcerer 6<br />

Components: V, S<br />

Casting Time: 1 standard action<br />

Range: Personal<br />

Target: You<br />

Duration: 24 hours<br />

A shower of sparks flies off your shoulders,<br />

cascading to the ground and clinging to<br />

your arms and legs.<br />

This spell draws upon the natural<br />

reflexes of hunters and prey, giving you<br />

the ability to react to danger as more<br />

primitive beings might. You gain a +5<br />

resistance bonus on Reflex saves and<br />

a +10-foot enhancement bonus to all<br />

your speeds.<br />

If primal speed is active on you at<br />

the same time as primal hunter, primal<br />

instinct, or primal senses, you gain<br />

uncanny dodge (as the barbarian class<br />

feature). If all four of these spells are<br />

active on you at the same time, you<br />

gain improved uncanny dodge (as the<br />

barbarian class feature; your barbarian<br />

level for the purpose of being flanked<br />

equals your caster level).<br />

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

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

spell as an immediate action.<br />

ROT OF AGES<br />

Conjuration (Creation)/Necromancy<br />

Level: Druid 1, sorcerer/wizard 1<br />

Components: V, S<br />

Casting Time: 1 standard action; see<br />

text<br />

Range: Close (25 ft. + 5 ft./2 levels)<br />

Target: One creature<br />

Duration: 2 rounds<br />

Saving Throw: Fortitude partial<br />

Spell Resistance: No<br />

A cloud of rotting plant and animal matter<br />

swirls up from the ground around your<br />

target, encompassing it in a whirlwind<br />

of decay.<br />

This spell encompasses your target in<br />

a cloud of rotting debris. The target is<br />

sickened for 2 rounds. Furthermore,<br />

all other creatures are treated as having<br />

concealment against the target. A<br />

successful Fortitude save negates the<br />

sickness, but not the concealment.<br />

Nonliving creatures are unaffected by<br />

the sickness effect.<br />

A living creature already under<br />

the effect of rot of ages that fails a save<br />

against a second casting of the spell is<br />

nauseated (rather than sickened) for as<br />

long as both effects last (and then sickened<br />

for the remainder of the second<br />

spell’s duration).<br />

Special: A black <strong>dragon</strong> capable of<br />

casting 3rd-level sorcerer spells can<br />

cast this spell as a swift action.<br />

SOUL OF ANARCHY<br />

Transmutation [Chaotic]<br />

Level: Bard 2, sorcerer/wizard 2<br />

Components: V, S

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