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CHAPTER 3<br />

DRACONIC<br />

MAGIC<br />

78<br />

the area of your breath weapon (typically to prevent it from<br />

affecting allies). These unaffected squares need not be adjacent<br />

to one another.<br />

You can choose to apply any one other breath effect that<br />

you know to the same breath weapon.<br />

SICKENING BREATH<br />

Minimum Level: 2nd<br />

Rather than dealing damage, your breath weapon sickens<br />

all creatures in its area for 2 rounds. A successful Fortitude<br />

save reduces the duration to 1 round.<br />

You can apply this breath effect only to a cone-shaped<br />

breath weapon.<br />

SLEEP BREATH<br />

Minimum Level: 10th<br />

Rather than dealing damage, your breath weapon puts all<br />

living creatures in its area to sleep for 1 round. Any creature<br />

that makes a successful Will save is instead exhausted for 1<br />

round. Any creature whose Hit Dice exceeds your class level<br />

is unaffected by this breath weapon.<br />

You can apply this breath effect only to a cone-shaped<br />

breath weapon.<br />

SLOW BREATH<br />

Minimum Level: 5th<br />

Rather than dealing damage, your breath weapon slows<br />

all creatures in its area for 2 rounds. A successful Fortitude<br />

save reduces the duration to 1 round. A slowed creature can<br />

take a single move action or standard action each turn, but<br />

not both (nor can it take full-round actions). Additionally, it<br />

takes a –1 penalty to its Armor Class and on its attack rolls and<br />

Reflex saves. A slowed creature moves at half its normal speed<br />

(round down to the next 5-foot increment), which affects the<br />

creature’s jumping distance as normal for decreased speed.<br />

Multiple uses of this breath effect on the same creature<br />

don’t stack; use only the longer duration. Slow Breath suppresses<br />

any haste effect on creatures in its area for the duration<br />

of the slow effect.<br />

You can apply this breath effect only to a cone-shaped<br />

breath weapon.<br />

THUNDER BREATH<br />

Minimum Level: 10th<br />

Your breath weapon deals sonic damage instead of fire<br />

damage. A successful Fortitude save halves the damage. You<br />

can apply this breath effect only to a cone-shaped breath<br />

weapon.<br />

WEAKENING BREATH<br />

Minimum Level: 5th<br />

Rather than dealing damage, your breath weapon imposes<br />

a –6 penalty to the Strength scores of all creatures in the area<br />

for 4 rounds. A successful Fortitude save reduces the duration<br />

to 2 rounds.<br />

You can apply this breath effect only to a cone-shaped<br />

breath weapon.<br />

DRACONIC INVOCATIONS<br />

The invocations available to <strong>dragon</strong>fire adepts (see page<br />

24) are described in this section. The format for invocation<br />

descriptions is given below, followed by the lists of invocations<br />

available to <strong>dragon</strong>fire adepts.<br />

Name: The first line of every invocation description is a<br />

header that gives the name by which the invocation is generally<br />

known.<br />

Grade: The second line gives the grade of the invocation.<br />

Dragonfire adepts can choose invocations from four grades,<br />

depending on their class level: least, lesser, greater, and dark.<br />

Table 2–1: The Dragonfire Adept (page 25) shows when they<br />

gain access to each grade.<br />

Level Equivalent: On the same line as the grade is a spell<br />

level equivalent, which affects the Difficulty Class of the<br />

saving throw to resist the invocation, Concentration checks<br />

made in concert with the invocation, and interactions with<br />

other spells and abilities, such as a globe of invulnerability.<br />

Descriptive Text: The function and effect of the invocation<br />

is given in one or more paragraphs of descriptive text<br />

following all the particulars mentioned above.<br />

LEAST INVOCATIONS<br />

Aquatic Adaptation: Breathe and use breath weapon<br />

underwater; gain swim speed.<br />

Beguiling Influence: Gain bonus on Bluff, Diplomacy,<br />

and Intimidate checks.<br />

Breath of the Night: Create a fog cloud as the spell.<br />

Darkness: Create darkness as the spell.<br />

Deafening Roar: Cone of sound deafens creatures.<br />

Draconic Knowledge: Gain bonus on Knowledge and<br />

Spellcraft checks.<br />

Endure Exposure: Use endure elements as the spell; target<br />

gains immunity to your breath weapon.<br />

Magic Insight: Detect <strong>magic</strong>al auras; identify <strong>magic</strong><br />

items.<br />

Scalding Gust: Use gust of wind as the spell; any creature<br />

in area takes fire damage equal to your level.<br />

See the Unseen: Gain darkvision; gain see invisibility as<br />

the spell.<br />

LESSER INVOCATIONS<br />

Charm: Cause a single creature to regard you as a friend.<br />

Draconic Flight: Sprout wings and fly at good<br />

maneuverability; fly longer overland.<br />

Energy Resistance: Gain resistance 10 to acid, cold,<br />

electricity, fire, or sonic damage.<br />

Enthralling Voice: Make nearby creatures fascinated.<br />

Frightful Presence: Make nearby creatures shaken.

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