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INSTILL VULNERABILITY<br />
Dark; 7th<br />
You imbue a single creature within 30 feet with vulnerability<br />
to a particular type of energy (acid, cold, electricity,<br />
fire, or sonic). A successful Fortitude save negates the effect;<br />
creatures that have immunity to the chosen energy type automatically<br />
succeed on the saving throw to resist this effect.<br />
The vulnerability lasts for 24 hours or until you use the<br />
invocation on the creature a second time, in which case the<br />
first effect ends and the new vulnerability and duration take<br />
effect.<br />
MAGIC INSIGHT<br />
Least; 2nd<br />
You can use detect <strong>magic</strong> as the spell (PH 219). While the<br />
invocation is active, you can end the effect as a full-round<br />
action to determine all properties of a single touched item<br />
(as the identify spell, PH 243, but with no components<br />
required).<br />
PERILOUS VEIL<br />
Dark; 7th<br />
You instantly change the appearance of one or more subjects,<br />
as the veil spell (PH 298). Any creature that succeeds on<br />
a Will save to disbelieve (and thus see through) the glamer<br />
takes 5d6 points of damage. Spell resistance applies against<br />
this secondary effect.<br />
SCALDING GUST<br />
Least; 2nd<br />
You create a strong blast of wind (as the gust of wind spell,<br />
PH 238, except that the duration is instantaneous). Any creature<br />
within the effect takes 1 point of fire damage per caster<br />
level, regardless of whether it succeeds on the Fortitude save<br />
to avoid the gust.<br />
SEE THE UNSEEN<br />
Least; 2nd<br />
You grant yourself great powers of vision, allowing you<br />
to see invisible creatures and objects, as the see invisibility<br />
spell (PH 275). You also gain darkvision out to 60 feet for 24<br />
hours.<br />
TERRIFYING ROAR<br />
Greater; 5th<br />
You utter a powerful roar that fills a 30-foot cone. All creatures<br />
within the area whose Hit Dice are equal to or less than<br />
your caster level become panicked for 1 round. Any creature<br />
that succeeds on a Will save is shaken for 1 round instead,<br />
during which time it cannot make a melee or ranged attack<br />
against you, nor target you with a spell or other effect.<br />
This is a mind-affecting fear effect.<br />
VOIDSENSE<br />
Lesser; 4th<br />
You sharpen your hearing and sight, gaining blindsense<br />
out to 30 feet for 24 hours.<br />
VORACIOUS DISPELLING<br />
Lesser; 4th<br />
You can use dispel <strong>magic</strong> as the spell (PH 223). Any creature<br />
with an active spell effect dispelled by this invocation takes<br />
1 point of damage per level of the spell effect (no save).<br />
WALK UNSEEN<br />
Lesser; 2nd<br />
You gain the ability to fade from view. You can use invisibility<br />
(self only) as the spell (PH 245), except that the duration<br />
is 24 hours.<br />
WINGSTORM<br />
Greater; 5th<br />
You must have either draconic flight or greater draconic flight<br />
active in order to use this invocation.<br />
Your spectral wings create a storm of winds around you,<br />
pushing away and knocking down nearby creatures. All<br />
creatures within 20 feet of you are pushed away until they<br />
are at least 25 feet away and then knocked prone. A successful<br />
Fortitude save negates the effect; creatures more than one size<br />
category larger than you are immune. If an affected creature<br />
encounters an obstacle (such as a wall or another creature),<br />
both it and the obstacle each take 2d6 points of damage (as<br />
if they had fallen 20 feet).<br />
WARLOCK INVOCATIONS<br />
Because the powers of warlocks (see Complete Arcane) are<br />
tied to their dark nature, they’re usually incompatible with<br />
draconic <strong>magic</strong>. However, warlocks living in a world where<br />
<strong>dragon</strong>s are more active learn to tune their powers toward the<br />
destruction of such foes. These new invocations are intended<br />
for use by warlocks who expect to face <strong>dragon</strong>s (or similarly<br />
formidable spellcasting opponents) in combat.<br />
DETERIORATING BLAST<br />
Lesser; 4th; Eldritch Essence<br />
This eldritch essence invocation allows you to change your<br />
eldritch blast into a deteriorating blast. Any creature struck by a<br />
deteriorating blast must succeed on a Fortitude save or have its<br />
damage reduction lowered by 5 for 1 minute. If the target has<br />
more than one type of damage reduction, this effect applies to<br />
all of them. Multiple uses of this essence don’t stack; instead,<br />
the new duration replaces the old one.<br />
CHAPTER 3<br />
DRACONIC<br />
MAGIC<br />
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