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CHAPTER 3<br />

DRACONIC<br />

MAGIC<br />

76<br />

Illus. by W. England<br />

bonus on Bluff and Sense Motive checks<br />

and resistance to sonic 20.<br />

If you spend an additional 8 power<br />

points, you instead draw upon the abilities<br />

of topaz <strong>dragon</strong>s (Monster Manual<br />

II 85). Instead of gaining the abilities<br />

noted above, you gain a +10 competence<br />

bonus on Intimidate and Swim checks<br />

and resistance to cold 30. You also gain<br />

the ability to breathe water (as if under<br />

the effect of a water breathing spell).<br />

CRYSTAL BODY<br />

Metacreativity (Creation)<br />

Level: Psion/wilder 5<br />

Display: Auditory<br />

Manifesting Time: 1 standard<br />

action<br />

Range: Personal<br />

Target: You<br />

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

Power Points: 13<br />

You visualize your heart pumping<br />

blood through your body, then slowing,<br />

then stopping, and finally turning into<br />

a cut diamond. You channel energy into<br />

that diamond, feeling a cool shiver as<br />

your body turns to clear, hard crystal.<br />

Upon manifesting this power, your<br />

body turns into living crystal, which<br />

grants you the following resistances<br />

and abilities.<br />

• You gain damage reduction 5/<br />

adamantine.<br />

• You gain immunity to blindness,<br />

critical hits, ability score damage,<br />

deafness, disease, drowning, electricity,<br />

poison, stunning, sleep and<br />

paralysis effects, and all spells or<br />

attacks that affect your physiology<br />

or respiration (because you have no<br />

physiology or respiration while crystal<br />

body is in effect).<br />

• You take only half damage from acid,<br />

cold and sonic attacks.<br />

• Your unarmed attacks deal slashing<br />

damage equal to a short sword sized<br />

for you (1d4 points for Small characters<br />

or 1d6 for Medium characters),<br />

and you are considered armed when<br />

making unarmed attacks.<br />

You also gain the following vulnerabilities<br />

and conditions:<br />

• You become vulnerable to all special<br />

attacks that affect crystalline<br />

creatures.<br />

• You cannot drink (and thus can’t use<br />

potions) or play wind instruments.<br />

• Your weight increases by a factor of<br />

five, causing you to sink in water like<br />

a stone. However, you could survive<br />

the crushing pressure and lack of air<br />

at the bottom of the ocean—at least<br />

until the duration of crystal body<br />

expires.<br />

What a brass <strong>dragon</strong> looks like eye to eye<br />

GEMSTONE BREATH<br />

Psychokinesis<br />

Level: Psion/wilder 4<br />

Display: Auditory<br />

Manifesting Time: 1 swift action<br />

Range: 30 ft. or 60 ft.<br />

Area: Cone-shaped burst or lineshaped<br />

burst; see text<br />

Duration: 1 round/level or until<br />

expended<br />

Saving Throw: See text<br />

Power Resistance: Yes<br />

Power Points: 7<br />

You channel mental power into your lungs,<br />

feeling it swirl and radiate as you transform<br />

the air inside you into a powerful psionic force,<br />

struggling to burst forth from your lips.<br />

Upon manifesting this power, you gain<br />

a breath weapon similar to that of a<br />

crystal <strong>dragon</strong> (Monster Manual II 81)—a<br />

30-foot cone of brilliant light that deals<br />

2d6 points of damage and blinds each<br />

creature within its area for 1 round. A<br />

successful Reflex save halves the damage<br />

and negates the blinding effect.<br />

You can use this breath weapon as<br />

a standard action, but you can’t use it<br />

in consecutive rounds. Once you have<br />

used the breath weapon a number of<br />

times equal to 1/2 your manifester<br />

level, the power is expended.<br />

Augment: If you spend an additional<br />

2 power points, you instead gain a<br />

breath weapon similar to that of a sapphire<br />

<strong>dragon</strong> (Monster Manual II 84),<br />

and the save DC increases by 1. This<br />

breath weapon takes the form of a 30-<br />

foot cone that deals 4d6 points of sonic<br />

damage and renders each creature<br />

within its area shaken for 1 round.<br />

A successful Reflex save halves the<br />

damage, and a successful Will save<br />

negates the shaken effect.<br />

If you spend an additional 4 power<br />

points, you instead gain a breath weapon<br />

similar to that of an amethyst <strong>dragon</strong><br />

(Monster Manual II 79), and the save DC<br />

increases by 2. This breath weapon takes<br />

the form of a 60-foot line that deals 6d6<br />

points of damage. The breath weapon is<br />

a force effect. A successful Reflex save<br />

halves the damage.<br />

If you spend an additional 6 power<br />

points, you instead gain a breath weapon<br />

similar to that of an emerald <strong>dragon</strong><br />

(Monster Manual II 82), and the save<br />

DC increases by 3. This breath weapon<br />

takes the form of a 30-foot cone that<br />

deals 8d6 points of sonic damage and<br />

deafens each creature within the area<br />

for 1 minute. A successful Reflex save<br />

halves the damage, and a successful<br />

Fortitude save negates the deafness.<br />

If you spend an additional 8 power<br />

points, you instead gain a breath weapon<br />

similar to that of a topaz <strong>dragon</strong><br />

(Monster Manual II 85), and the save<br />

DC increases by 4. This breath weapon<br />

takes the form of a 30-foot cone that<br />

dehydrates living creatures within<br />

the area, dealing 10d6 points of damage.<br />

A successful Reflex save halves<br />

the damage.

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