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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 />

81

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