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CHAPTER 3<br />

DRACONIC<br />

MAGIC<br />

Your spells gain the evil descriptor.<br />

Any spell you cast of 3rd level or lower<br />

deals +50% damage to good-aligned<br />

creatures.<br />

As part of the casting of this spell, if<br />

you are a sorcerer you can sacrifice one<br />

sorcerer spell slot of 5th to 9th level;<br />

doing this increases the maximum<br />

level of spells affected by touch of the<br />

blackened soul to the level of the sacrificed<br />

slot minus 1. For example, if you<br />

spend a 4th-level slot to cast the spell<br />

and a 5th-level spell slot to augment it,<br />

you would deal extra damage to goodaligned<br />

creatures with spells of 4th<br />

level or lower.<br />

Special: An evil-aligned caster of the<br />

<strong>dragon</strong>blood subtype can choose to<br />

end this spell’s duration by activating<br />

protection from good (as the spell, but<br />

targeting itself) as a swift action. This<br />

effect lasts for the normal duration of<br />

protection from good.<br />

TRANCE OF THE<br />

VERDANT DOMAIN<br />

Enchantment (Compulsion)<br />

[Mind-Affecting]<br />

Level: Hexblade 3, sorcerer/wizard 4<br />

Components: V, S<br />

Casting Time: 1 standard action<br />

Range: 30 ft.<br />

Target: One creature<br />

Duration: Instantaneous<br />

Saving Throw: Will negates<br />

Spell Resistance: Yes<br />

UNDYING VIGOR OF<br />

THE DRAGONLORDS<br />

Conjuration (Healing)<br />

Level: Sorcerer 5<br />

Components: V<br />

Casting Time: 1 full round<br />

Range: Personal<br />

Target: You<br />

Duration: Instantaneous<br />

A golden ray of light erupts from the ground<br />

beneath you, bathing you in a column of<br />

healing illumination that dances with<br />

yellow flecks.<br />

This spell converts arcane spell energy<br />

into pure draconic life energy, guiding<br />

it to repair damage to your body. You<br />

immediately heal 5d6 points of damage.<br />

As part of the casting of this spell, you<br />

can sacrifice one sorcerer spell slot of<br />

up to 9th level; doing this increases the<br />

healing by 1d6 points per level of the<br />

sacrificed slot. For example, a 10th-level<br />

sorcerer who spent two 5th-level spell<br />

slots (one to cast the spell and another<br />

to enhance it) would heal 10d6 points<br />

of damage.<br />

This spell does not channel positive<br />

energy as divine healing spells do, so<br />

it functions the same for undead spellcasters<br />

as it does for living casters.<br />

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

subtype (see page 4), this spell heals<br />

an extra 1 point of damage per die<br />

rolled.<br />

Spot checks and immunity to being<br />

dazzled or blinded (if you are already<br />

dazzled or blinded, you can see normally<br />

for the duration of the spell).<br />

Additionally, if you cast this while<br />

under the effect of see invisibility, true<br />

seeing, or any other spell that allows<br />

you to see invisible creatures, you can<br />

activate a faerie fire effect (as the spell)<br />

on any invisible creature or object<br />

within 60 feet as a swift action. Doing<br />

this ends the duration of vision of the<br />

omniscient eye; the faerie fire effect lasts<br />

for 1 minute.<br />

Special: A character who learns this<br />

spell gains a +1 competence bonus on<br />

Spot checks.<br />

WINGBLAST<br />

Evocation [Air]/Transmutation<br />

Level: Druid 3, shugenja 3 (air),<br />

sorcerer/wizard 3<br />

Components: V, S<br />

Casting Time: 1 standard action<br />

Range: See text<br />

Effect: See text<br />

Duration: 1 round/level (D) or until<br />

expended; see text<br />

Saving Throw: None or Fortitude<br />

negates; see text<br />

Spell Resistance: No or Yes; see text<br />

Hazy wings of mist form at your sides,<br />

bearing you aloft. At your command, the<br />

wings transform into a great blast of wind<br />

or a cloud of fog.<br />

74<br />

A halo of green-gold light surrounds you,<br />

and then snakes outward into the mind of<br />

a nearby foe.<br />

You project an instantaneous surge<br />

of mental energy that overwhelms a<br />

weak-minded foe. The target stops and<br />

stares blankly, fascinated for 3 rounds.<br />

In addition, any creature under the<br />

effect of this spell takes a –2 penalty<br />

on saves against mind-affecting effects<br />

you create.<br />

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

casting 6th-level sorcerer spells can<br />

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

VISION OF THE<br />

OMNISCIENT EYE<br />

Divination/Evocation [Light]<br />

Level: Bard 3, cleric 3, druid 3,<br />

sorcerer/wizard 3<br />

Components: V, S<br />

Casting Time: 1 standard action<br />

Range: Personal<br />

Target: You<br />

Duration: 1 minute/level<br />

Your eyes briefly flash with brilliant light,<br />

opening your mind to encompass every<br />

object nearby.<br />

You gain great vision, allowing you to<br />

see everything in the surrounding area<br />

clearly. You gain a +10 insight bonus on<br />

When you cast this spell, large wings of<br />

mist—resembling those of a <strong>dragon</strong> of<br />

your choice—form on your back. You<br />

can fly at a speed equal to your base<br />

land speed (maximum 60 feet) with<br />

good maneuverability. You can fly if<br />

carrying a medium or heavy load or<br />

wearing medium or heavy armor.<br />

As a swift action, you can choose to<br />

transform the wings into one of the<br />

two effects given below. In either case,<br />

doing this immediately ends the spell’s<br />

duration (if you are flying when this<br />

occurs, you fall).<br />

• A 60-foot-long line-shaped gust of<br />

severe wind (as the gust of wind spell;<br />

a Fortitude save negates the effect<br />

and spell resistance applies).

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