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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

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