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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.