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CHAPTER 3<br />

DRACONIC<br />

MAGIC<br />

88<br />

Illus. by E. Widermann<br />

For example, the sorcerer offering a 4th-level slot and 1,600<br />

gp must attempt a DC 19 Bluff, Diplomacy, or Intimidate<br />

check. If he gets a result of 14 or lower (having negotiated<br />

poorly), he misses the check by 5 or more and must<br />

increase his offered treasure by 25%, bringing the final<br />

price to 2,000 gp. On the other hand, if he gets a result of<br />

24 (having negotiated well), he makes the check by 5 and<br />

can reduce his offered treasure by 10%, bringing the final<br />

price to 1,440 gp.<br />

Once the negotiation is<br />

complete, the offered treasure<br />

instantly vanishes from the sorcerer’s<br />

possession and appears in<br />

the <strong>dragon</strong>’s hoard. This treasure must<br />

be present during the ceremony. If the<br />

sorcerer doesn’t have sufficient treasure<br />

on hand to pay for the <strong>dragon</strong>pact, the ceremony<br />

fails.<br />

DRAGONPACT EFFECTS<br />

Once the sorcerer has paid the required<br />

treasure, the <strong>dragon</strong>pact<br />

takes effect immediately. The sorcerer<br />

loses one of his daily spell<br />

slots of the appropriate level,<br />

and the <strong>dragon</strong> gains one<br />

daily spell slot of the same<br />

level. This exchange has no<br />

effect on either party’s list of<br />

spells known.<br />

The sorcerer gains one or<br />

more spell-like abilities, based on<br />

the specific <strong>dragon</strong>pact entered<br />

and the spell slot sacrificed. For<br />

example, a sorcerer who offered a<br />

4th-level spell slot for the Devious<br />

Whispers of the Master <strong>dragon</strong>pact gains<br />

charm person 3/day and eagle’s splendor 2/<br />

A sorcerer bound to a <strong>dragon</strong>pact adopts<br />

some draconic features<br />

day. The caster level for these spell-like abilities equals the<br />

sorcerer’s caster level for his sorcerer spells, and the save DC<br />

(if any) is equal to 10 + the spell’s level + the sorcerer’s Cha<br />

modifier. A pact-bound adept (see page 46) gains more powerful<br />

spell-like abilities than normal, and also gains a bonus<br />

to his caster level for these spell-like abilities.<br />

The <strong>dragon</strong> also loses hit points for the duration of the pact<br />

based on the level of the spell slot gained:<br />

Slot Gained HP Lost<br />

2nd, 3rd, or 4th 10<br />

5th, 6th, or 7th 25<br />

8th or 9th 50<br />

No sorcerer can be party to more<br />

than one <strong>dragon</strong>pact at a time. (A<br />

pact-bound adept can enter into<br />

a second <strong>dragon</strong>pact simultaneously;<br />

see page 47 for details.)<br />

Dragons have no such restriction,<br />

but the cumulative loss<br />

of hit points from multiple<br />

pacts discourages them<br />

from entering more than a<br />

few. Typically, a <strong>dragon</strong> prefers<br />

to have a small number of<br />

powerful <strong>dragon</strong>pacts rather than<br />

a large number of weak pacts that<br />

don’t have much payoff. A great<br />

wyrm red <strong>dragon</strong> has little need for<br />

five extra 4th-level spell slots, but an<br />

extra 8th- or 9th-level spell slot is a<br />

more desirable power boost.<br />

If either party to a <strong>dragon</strong>pact<br />

dies, the other party loses all<br />

benefits of the pact but not the<br />

drawbacks (a lost spell slot or lost hit<br />

points) until one year has passed. If the<br />

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CREATING NEW DRAGONPACTS<br />

The DM is free to create new <strong>dragon</strong>pacts for any kind of <strong>dragon</strong>.<br />

Use the existing pacts as a template for creating new ones, with<br />

the following guidelines.<br />

The five spell-like abilities should fit together in a coherent<br />

theme. Their effects need not be similar (you don’t have to have<br />

four different fire spells, for example), as long as the theme is<br />

interesting and lends itself to a particular kind of <strong>dragon</strong>—or<br />

even better, to more than one kind.<br />

The first spell-like ability gained should be a useful 1st-level<br />

spell.<br />

The second spell-like ability gained should be a good 2nd-level<br />

spell or a weak 3rd-level spell.<br />

The third spell-like ability gained should be a good 3rd-level<br />

spell or a 4th-level spell.<br />

The fourth spell-like ability gained should be a good 5th-level<br />

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spell or a 6th-level spell.<br />

The fifth spell-like ability gained should be a good 7th-level<br />

spell or an 8th-level spell.<br />

Stick primarily to spells that are combat-oriented or that have<br />

a general use. Avoid those that are useful only in very specific<br />

situations or only outside combat.<br />

Be aware of any significant material components or focus<br />

costs of spells you include. Spell-like abilities don’t require such<br />

costs, so the spell is worth more than you might realize. Avoid<br />

spells with XP costs entirely.<br />

Not all spell-like abilities gained must be sorcerer/wizard<br />

spells, but avoid including more than one or two other kinds in a<br />

pact. Giving up a sorcerer spell slot to gain access to nonsorcerer<br />

spells can be a potent trade, particularly when the spell-likeabilities<br />

don’t fit the normal arcane caster niche (such as cure<br />

spells).

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