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Energy: This aura grants you a bonus on the save DC for<br />
your acid, cold, electricity, or fire effects; choose one type<br />
when you gain the aura. (A <strong>dragon</strong> shaman must choose the<br />
energy type associated with his totem <strong>dragon</strong>; see page 13<br />
of Player’s Handbook II). The bonus applies to spells, powers,<br />
spell-like abilities, supernatural abilities, or any other ability<br />
that either has the appropriate descriptor or deals damage of<br />
the chosen type.<br />
Insight: This aura grants you a bonus on Decipher Script,<br />
Knowledge, and Spellcraft checks.<br />
Power: This aura grants you a bonus on caster level checks<br />
made to overcome spell resistance (and manifester level<br />
checks made to overcome power resistance).<br />
Presence: This aura grants you a bonus on Bluff, Diplomacy,<br />
and Intimidate checks.<br />
Resistance: This aura grants you resistance to acid, cold,<br />
electricity, or fire (choose one when you gain the aura) equal<br />
to 5 × your bonus. (A <strong>dragon</strong> shaman must choose the energy<br />
type associated with his totem <strong>dragon</strong>; see page 13 of Player’s<br />
Handbook II).<br />
Resolve: This aura grants you a bonus on Concentration<br />
checks and on saves against fear, paralysis, and sleep<br />
effects.<br />
Senses: This aura grants you a bonus on Listen checks,<br />
Spot checks, and initiative checks.<br />
Stamina: This aura grants you a bonus on Constitution<br />
checks (but not Constitution-based skill checks) and Fortitude<br />
saves.<br />
Swiftness: This aura grants you a bonus on Climb, Jump,<br />
and Swim checks. It also increases your climb, fly, and swim<br />
speeds by 5 × your bonus. (The aura doesn’t grant you a fly or<br />
swim speed if you don’t already have one.)<br />
Toughness: This aura grants you damage reduction 1/<br />
<strong>magic</strong> for each point of your bonus.<br />
DRAGONPACTS<br />
A <strong>dragon</strong>pact is a mystical bargain made between a sorcerer<br />
and a powerful <strong>dragon</strong>. In exchange for gold and a small portion<br />
of the sorcerer’s <strong>magic</strong>al power (a spell slot), the <strong>dragon</strong><br />
grants the sorcerer access to one or more spell-like abilities.<br />
Dragons do not enter into these pacts lightly, for the bargain<br />
also costs them a bit of personal life force (in the form of lost<br />
hit points).<br />
CREATING A DRAGONPACT<br />
To make a <strong>dragon</strong>pact, a sorcerer of 4th level or higher (that is,<br />
a character with at least four levels of sorcerer) must undertake<br />
a mystical ceremony in which he establishes mental contact<br />
with a true <strong>dragon</strong> (that is, a <strong>dragon</strong> with twelve age categories,<br />
such as a red <strong>dragon</strong>). A true <strong>dragon</strong> can’t initiate this ceremony<br />
(though it can try to convince a sorcerer to do so), nor can it<br />
attempt to establish a <strong>dragon</strong>pact with another <strong>dragon</strong>. A sorcerer<br />
of the <strong>dragon</strong> type (such as a half-<strong>dragon</strong> sorcerer) can<br />
still create a <strong>dragon</strong>pact, as long as he is not a true <strong>dragon</strong>.<br />
Upon beginning the ceremony, the sorcerer must state<br />
what level of spell slot he is offering, and which <strong>dragon</strong>pact he<br />
seeks to enter (chosen from among those described on pages<br />
90 and 91). The sorcerer must have an uncast spell slot of the<br />
level offered in order to begin the ceremony. After 1 hour of<br />
uninterrupted meditation, he must attempt a Concentration<br />
check (DC 20 + the spell slot offered). A sorcerer with 5 or<br />
more ranks in Knowledge (arcana) gets a +2 bonus on this<br />
check. If the sorcerer is in the presence of an eligible <strong>dragon</strong><br />
and wishes to entreat that <strong>dragon</strong> to enter the pact, he gains<br />
a +10 bonus on the check.<br />
If the check succeeds, the sorcerer has made contact with<br />
a <strong>dragon</strong> willing to enter the <strong>dragon</strong>pact. If not, he can continue<br />
the ceremony for another hour; each consecutive hour<br />
after the first grants a cumulative +1 bonus on the Concentration<br />
check. If the ceremony is interrupted, the sorcerer must<br />
begin again.<br />
The header for each kind of <strong>dragon</strong>pact (see pages 90 and<br />
91) indicates which varieties of <strong>dragon</strong>s can enter into that<br />
<strong>dragon</strong>pact. However, unless the sorcerer is in the presence<br />
of the <strong>dragon</strong> he is contacting during the ceremony, he has<br />
no power to dictate precisely which <strong>dragon</strong>—or even which<br />
kind of <strong>dragon</strong>—answers his entreaty. The identity of the<br />
<strong>dragon</strong> entering the <strong>dragon</strong>pact is not crucial to completing<br />
the task, though it must be of an appropriate kind, at least<br />
of adult age, and capable of casting spells of the level of the<br />
slot being offered by the sorcerer. In fact, the <strong>dragon</strong> need<br />
not reveal its identity at all, though it always knows the<br />
identity of the sorcerer. If desired, the <strong>dragon</strong> can become a<br />
significant NPC in the campaign, perhaps a mentor of sorts<br />
for the sorcerer. A <strong>dragon</strong> that enters a pact with a sorcerer<br />
can view the mortal as an ally, a business comrade, a potential<br />
catspaw, or a would-be worshiper, depending on its alignment<br />
and personality.<br />
Once the sorcerer establishes contact, he must negotiate<br />
with the <strong>dragon</strong> for payment. Typically, a <strong>dragon</strong>pact requires<br />
the sorcerer to offer gold, gems, and/or art objects worth a<br />
total value equal to the level of the spell slot squared, × 100<br />
gp. For example, a sorcerer offering a 4th-level spell slot must<br />
also offer treasure worth 1,600 gp (4 squared × 100). However,<br />
that’s just the opening bid. The sorcerer must then attempt<br />
a Bluff, Diplomacy, or Intimidate check against a DC of 15<br />
+ the spell slot offered. Depending on the sorcerer’s style<br />
of negotiation, the DM should feel free to apply a modifier<br />
(ranging from –4 to +4) on the check. Then consult the table<br />
below to determine how the sorcerer must modify his initial<br />
offer to satisfy the <strong>dragon</strong>.<br />
Check Result Payment<br />
Minus DC Modifier<br />
–5 or more +25%<br />
–1 to –4 +10%<br />
+0 to +4 +0%<br />
+5 to +9 –10%<br />
+10 or more –25%<br />
CHAPTER 3<br />
DRACONIC<br />
MAGIC<br />
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