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dead party returns to life within that period, the benefits<br />

immediately return, too.<br />

Visible Signs of a Dragonpact<br />

When a character enters a <strong>dragon</strong>pact, a certain degree of<br />

draconic influence flows through the link between him and<br />

the <strong>dragon</strong>. When the creature bestows spell-like abilities<br />

upon the character, it also leaves behind traces of its unique<br />

<strong>magic</strong>al nature. The end result is that characters who enter<br />

into <strong>dragon</strong>pacts exhibit draconic physical characteristics,<br />

raging from minor cosmetic changes to major physical<br />

alterations. These visual signs have no overt in-game<br />

effect—cultural opinions toward <strong>dragon</strong>s vary from land<br />

to land, and as such any bias or prejudice depends on the<br />

individual campaign. But they do visibly mark a character<br />

as someone who bargains with <strong>dragon</strong>kind.<br />

To determine the visual effects on a PC who enters into<br />

a <strong>dragon</strong>pact, the DM can roll on the table below or simply<br />

choose from the table as desired.<br />

d20 Effect<br />

1 Small, flaky scales of the <strong>dragon</strong>’s color appear on<br />

the arms, face, and legs.<br />

2 Eyes glow the <strong>dragon</strong>’s color faintly in the dark.<br />

3 Hair changes to the color of the <strong>dragon</strong>’s scales.<br />

4 Small horns or chitin protrusions form on the face.<br />

5 Tongue becomes serpentine, visible when speaking.<br />

6 Skin becomes faintly tinted the <strong>dragon</strong>’s color.<br />

7 Voice becomes rough and gravelly, like that of a<br />

<strong>dragon</strong>.<br />

8 Eyes develop an additional set of nictitating<br />

membranes, visible when the character blinks.<br />

9 Bony protrusions grow from the knuckles, elbows,<br />

and knees.<br />

10 Faint wisps of odorless smoke occasionally drift<br />

from the mouth and nose.<br />

11 Fingernails become thick and curved, resembling<br />

<strong>dragon</strong> talons.<br />

12 Face becomes angular and vaguely draconic.<br />

13 Teeth elongate and come to sharper points, visible<br />

when speaking.<br />

14 Elaborate draconic tattoos appear on the arms, back,<br />

or face and seem to glow faintly.<br />

15 Two bony ridges rise from the back, appearing as<br />

lumps on the shoulder blades.<br />

16 Bumps appear at the temples where a <strong>dragon</strong> would<br />

have its horns.<br />

17 Mottled spots the same color as the <strong>dragon</strong>’s scales<br />

appear at the temples and jaw.<br />

18 Hands and feet become slightly webbed with<br />

elongated fingers and toes.<br />

19 Skin becomes tough and leathery, giving the<br />

appearance of a <strong>dragon</strong>’s hide.<br />

20 Eyes develop slitlike irises, resembling a <strong>dragon</strong>’s eye.<br />

RENEGOTIATING A DRAGONPACT<br />

As a sorcerer gains the ability to cast more powerful spells,<br />

he might wish to offer a higher-level spell slot as part of a<br />

<strong>dragon</strong>pact. Renegotiating an existing <strong>dragon</strong>pact is simpler<br />

than establishing a new one; doing so requires only a single<br />

hour of meditation and no Concentration check. An additional<br />

sacrifice of gold, gems, and/or art objects is required,<br />

however. Subtract the average price for the previous spell slot<br />

from the average price for the new spell slot to find the new<br />

base price, and then roll the Bluff, Diplomacy, or Intimidate<br />

check as normal to determine the price adjustment of the<br />

renegotiation. The success or failure of prior negotiations<br />

has no effect on this check.<br />

For example, if the sorcerer from the previous example<br />

wished to offer a 5th-level slot in place of his 4th-level slot,<br />

the new base price would be 900 gp (2,500–1,600), modified<br />

by the result of his negotiation.<br />

BREAKING A DRAGONPACT<br />

Once a <strong>dragon</strong>pact is entered, it remains binding while both<br />

parties are alive and for one year after the death of either<br />

(<strong>dragon</strong>s take the long view, and recognize the presence of<br />

resurrection <strong>magic</strong>). However, as long as both parties still live,<br />

either one can renounce the pact for any reason. Often, this<br />

occurs when a player character decides to forge a different<br />

pact with another <strong>dragon</strong>.<br />

For a sorcerer to renounce a pact, he must forgo the use<br />

of all spell-like abilities granted him by the pact for seven<br />

consecutive days. At the end of this time, a simple 1-hour<br />

ceremony of meditation allows him to break the pact.<br />

For a <strong>dragon</strong> to renounce a pact, it must destroy treasure<br />

from its hoard equal to the amount paid by the sorcerer to<br />

enter the pact, and then perform its own hour-long ritual.<br />

For obvious reasons, <strong>dragon</strong>s hate doing this. If a <strong>dragon</strong> ever<br />

desires to be free of a pact, it usually tries to manipulate the<br />

sorcerer into being the one to break it, because that allows<br />

the creature to keep its treasure.<br />

Regardless of who breaks the <strong>dragon</strong>pact, once it ends,<br />

both parties immediately lose the benefits of the pact. (If the<br />

<strong>dragon</strong> broke the pact without the sorcerer’s prior knowledge,<br />

the character will be surprised when he suddenly loses his<br />

pact abilities.) The sorcerer regains his lost spell slot the next<br />

time he would normally ready his spells. The <strong>dragon</strong>’s full<br />

normal hit points return to their normal value, and the lost<br />

hit points can be healed by any means.<br />

DRAGONPACTS IN THE GAME<br />

Dragonpacts offer characters the chance to give up one spell<br />

to gain multiple uses of spell-like abilities. In effect, a pact<br />

gives a player character more rounds of activity per day, allowing<br />

him to continue adventuring for longer than normal.<br />

Dragons, on the other hand, value the pacts not just for their<br />

obvious benefits—additional spell slots and an increased<br />

hoard—but also because they create a network of allies. Any<br />

sorcerer who enters a <strong>dragon</strong>pact has good reason to want to<br />

keep that <strong>dragon</strong> alive, or at least avoid actively seeking its<br />

death.<br />

This situation can create an interesting tension in the<br />

campaign, particularly when a good-aligned sorcerer—knowingly<br />

or unknowingly—enters into a pact with an evil<br />

<strong>dragon</strong>. If, months later, the PCs encounter the <strong>dragon</strong>, the<br />

CHAPTER 3<br />

DRACONIC<br />

MAGIC<br />

89

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