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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).