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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