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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).