dragon-magic-oef
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Humanoid Shape: Take the form of any humanoid<br />
creature.<br />
Voidsense: Gain blindsense out to 30 feet.<br />
Voracious Dispelling: Use dispel <strong>magic</strong> as the spell,<br />
dealing damage to creatures whose effects are dispelled.<br />
Walk Unseen: Use invisibility (self only) as the spell.<br />
GREATER INVOCATIONS<br />
Aura of Flame: Aura deals fire damage to creatures that<br />
strike you.<br />
Baleful Geas: A single creature becomes your servant, but<br />
slowly sickens and dies.<br />
Chilling Fog: Create solid fog that deals cold damage.<br />
Devour Magic: Use targeted greater dispel <strong>magic</strong> with a<br />
touch and gain temporary hit points based on the level<br />
of spells successfully dispelled.<br />
Draconic Toughness: Gain temporary hit points equal to<br />
your level.<br />
Terrifying Roar: Use fear as the spell; creatures shaken by<br />
effect can’t attack you.<br />
Wingstorm: Create powerful gusts of wind with your<br />
invocation-granted wings.<br />
DARK INVOCATIONS<br />
Draconic Flight, Greater: Sprout wings and fly at perfect<br />
maneuverability; gain overland speed.<br />
Energy Immunity: Gain immunity to acid, cold,<br />
electricity, fire, or sonic damage.<br />
Instill Vulnerability: Make target creature vulnerable to<br />
chosen energy type.<br />
Perilous Veil: Use veil as the spell; anyone succeeding on<br />
Will save to negate the illusion takes damage.<br />
INVOCATION<br />
DESCRIPTIONS<br />
The invocations described below are presented in alphabetical<br />
order.<br />
AQUATIC ADAPTATION<br />
Least; 2nd<br />
When you use this invocation, you gain the ability to<br />
breathe underwater. You also gain a swim speed equal to your<br />
base land speed. Your breath weapon functions normally<br />
underwater regardless of its effect. The invocation’s effect<br />
lasts 24 hours.<br />
AURA OF FLAME<br />
Greater; 6th<br />
You become wreathed in an aura of orange fire, which<br />
gives off light equivalent to a torch. Any creature striking<br />
you with a natural weapon or a nonreach melee weapon takes<br />
a number of points of fire damage equal to your caster level.<br />
If the attacker has spell resistance, it applies to this effect.<br />
BALEFUL GEAS<br />
Greater; 6th<br />
You place a <strong>magic</strong>al command on a living creature to carry<br />
out a service or to refrain from an action or course of activity,<br />
as you desire. The creature’s Hit Dice must be no more than<br />
your class level. Twenty-four hours after the target becomes<br />
affected by this invocation, it takes 1d4 points of Strength<br />
damage; this damage repeats every 24 hours thereafter. If the<br />
target’s Strength is reduced to 0, the invocation immediately<br />
ends. Creatures immune to Strength damage instead take<br />
2d4 points of damage every 24 hours.<br />
This invocation otherwise functions as the geas/quest spell<br />
(PH 234).<br />
BEGUILING INFLUENCE<br />
Least; 2nd<br />
You can invoke this ability to beguile and bewitch your<br />
foes. You gain a +6 bonus on Bluff, Diplomacy, and Intimidate<br />
checks for 24 hours.<br />
BREATH OF THE NIGHT<br />
Least; 1st<br />
A misty cloud of fog spreads in a 20-foot radius around<br />
you, as the spell fog cloud (PH 232). The fog does not block<br />
line of sight, but all creatures in the fog have concealment.<br />
A moderate wind or any fire larger than a torch immediately<br />
disperses the fog. Otherwise, the fog disperses on its own<br />
after 1 minute.<br />
CHARM<br />
Lesser; 4th<br />
You can beguile a creature within 60 feet. The creature<br />
must succeed on a Will save or instantly regard you as its<br />
comrade. This is a language-dependent ability. Other than<br />
these differences, this ability works as the charm monster spell<br />
(PH 209). You can never have more than one target charmed at<br />
a time with this ability. If a second creature is charmed, you<br />
lose your hold on the first creature.<br />
CHILLING FOG<br />
Greater; 6th<br />
You create a cold <strong>magic</strong>al fog, as the solid fog spell (PH 281).<br />
Each creature within the area takes 2d6 points of cold damage<br />
at the start of its turn. You can have only one chilling fog in<br />
place at a time; creating a second chilling fog automatically<br />
dismisses any chilling fog you previously created.<br />
DARKNESS<br />
Least; 2nd<br />
You can create <strong>magic</strong>al darkness, as the darkness spell (PH<br />
216).<br />
CHAPTER 3<br />
DRACONIC<br />
MAGIC<br />
79