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CHAPTER 3<br />
DRACONIC<br />
MAGIC<br />
90<br />
sorcerer might have qualms about battling his “business<br />
partner.” Alternatively, a sorcerer who forges a <strong>dragon</strong>pact<br />
with a similarly aligned <strong>dragon</strong> might find himself with<br />
a powerful ally just when he needs it most. Of course, this<br />
doesn’t mean the character can simply tell the <strong>dragon</strong> what<br />
to do. An evil <strong>dragon</strong> almost certainly sees the relationship<br />
as one of master to minion, while even a noble gold <strong>dragon</strong><br />
likely views the sorcerer as a naïve partner.<br />
The <strong>dragon</strong>pact system allows a DM to justify building a<br />
network of allies or minions for a powerful <strong>dragon</strong>—a network<br />
that any PC foes of that <strong>dragon</strong> would be well advised<br />
to take down first. Killing a sorcerer involved in a <strong>dragon</strong>pact<br />
robs the <strong>dragon</strong> of extra spell slots but doesn’t restore its lost<br />
hit points, so defeating the minions before facing the great<br />
creature makes the final battle easier. Of course, the <strong>dragon</strong><br />
will know that its pact-allies are dying without necessarily<br />
knowing why, kicking off a desperate race against time<br />
between the <strong>dragon</strong> and its would-be slayers.<br />
DRAGONPACTS<br />
Presented below are eleven varieties of <strong>dragon</strong>pacts, each one<br />
associated with one or more kinds of true <strong>dragon</strong>s (including<br />
shadow, fang, and brown <strong>dragon</strong>s, as described in Monsters of<br />
Faerûn for the FORGOTTEN REALMS campaign setting).<br />
Breath of Winter’s Doom (Silver, White)<br />
Spell<br />
Slot Spell-Like Abilities Gained<br />
2nd obscuring mist 2/day<br />
3rd obscuring mist 3/day, protection from energy (cold)<br />
1/day<br />
4th obscuring mist 3/day, protection from energy (cold)<br />
2/day<br />
5th obscuring mist 3/day, protection from energy (cold)<br />
3/day, ice storm 1/day<br />
6th obscuring mist 3/day, protection from energy (cold)<br />
3/day, ice storm 2/day<br />
7th obscuring mist 3/day, protection from energy (cold)<br />
3/day, ice storm 3/day, cone of cold 1/day<br />
8th obscuring mist 3/day, protection from energy (cold)<br />
3/day, ice storm 3/day, cone of cold 2/day<br />
9th obscuring mist 3/day, protection from energy (cold)<br />
3/day, ice storm 3/day, cone of cold 3/day, polar ray<br />
1/day<br />
Champion of the Golden Orb (Gold)<br />
Spell<br />
Slot Spell-Like Abilities Gained<br />
2nd bless 2/day<br />
3rd bless 3/day, lesser restoration 1/day<br />
4th bless 3/day, lesser restoration 2/day<br />
5th bless 3/day, lesser restoration 3/day, fi r esh i el d (hot)<br />
1/day<br />
6th bless 3/day, lesser restoration 3/day, fi r esh i el d (hot)<br />
2/day<br />
7th<br />
8th<br />
9th<br />
bless 3/day, lesser restoration 3/day, fi r esh i el d (hot)<br />
3/day, mass cure light wounds 1/day<br />
bless 3/day, lesser restoration 3/day, fi r esh i el d (hot)<br />
3/day, mass cure light wounds 2/day<br />
bless 3/day, lesser restoration 3/day, fir eshi el d (hot)<br />
3/day, mass cure light wounds 3/day, sunburst 1/day<br />
Devious Whispers of the Master (Green, Red)<br />
Spell<br />
Slot Spell-Like Abilities Gained<br />
2nd charm person 2/day<br />
3rd charm person 3/day, eagle’s splendor 1/day<br />
4th charm person 3/day, eagle’s splendor 2/day<br />
5th charm person 3/day, eagle’s splendor 3/day, suggestion<br />
1/day<br />
6th charm person 3/day, eagle’s splendor 3/day, suggestion<br />
2/day<br />
7th charm person 3/day, eagle’s splendor 3/day, suggestion<br />
3/day, dominate person 1/day<br />
8th charm person 3/day, eagle’s splendor 3/day, suggestion<br />
3/day, dominate person 2/day<br />
9th charm person 3/day, eagle’s splendor 3/day, suggestion<br />
3/day, dominate person 3/day, mass charm monster<br />
1/day<br />
Elusive Disciple of Dusk (Shadow)<br />
Spell<br />
Slot Spell-Like Abilities Gained<br />
2nd expeditious retreat 2/day<br />
3rd expeditious retreat 3/day, nondetection 1/day<br />
4th expeditious retreat 3/day, nondetection 2/day<br />
5th expeditious retreat 3/day, nondetection 3/day,<br />
dimension door 1/day<br />
6th expeditious retreat 3/day, nondetection 3/day,<br />
dimension door 2/day<br />
7th expeditious retreat 3/day, nondetection 3/day,<br />
dimension door 3/day, shadow walk 1/day<br />
8th expeditious retreat 3/day, nondetection 3/day,<br />
dimension door 3/day, shadow walk 2/day<br />
9th expeditious retreat 3/day, nondetection 3/day,<br />
dimension door 3/day, shadow walk 3/day, mass<br />
inflict critical wounds 1/day<br />
Festering Corruptor of the Gloom (Black)<br />
Spell<br />
Slot Spell-Like Abilities Gained<br />
2nd ray of enfeeblement 2/day<br />
3rd ray of enfeeblement 3/day, Melf’s acid arrow 1/day<br />
4th ray of enfeeblement 3/day, Melf’s acid arrow 2/day<br />
5th ray of enfeeblement 3/day, Melf’s acid arrow 3/day,<br />
contagion 1/day<br />
6th ray of enfeeblement 3/day, Melf’s acid arrow 3/day,<br />
contagion 2/day<br />
7th ray of enfeeblement 3/day, Melf’s acid arrow 3/day,<br />
contagion 3/day, acid fog 1/day