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CHAPTER 3<br />
DRACONIC<br />
MAGIC<br />
92<br />
DRACONIC<br />
COMPANION SPIRITS<br />
Believed to be a remnant of long-dead <strong>dragon</strong> souls, these<br />
companion spirits grant the entire party of player characters<br />
a small measure of draconic power.<br />
Companion spirits are described starting on page 194 of<br />
Dungeon Master’s Guide II. In that book, add the types of draconic<br />
spirits below to Table 6–10: Companion Spirit Benefits,<br />
under “Specific Characteristics.”<br />
DRAGONCLAW SPIRIT BENEFITS<br />
While the mystic traditions that study companion spirits<br />
call this the “<strong>dragon</strong>claw” variety, this companion is helpful<br />
to anyone who engages in melee combat.<br />
1st-Tier Benefit: Each day, the team collectively gains a<br />
number of +2 insight bonuses on melee damage rolls equal<br />
to the number of team members. At any time during the next<br />
24 hours, a team member can add one of the bonuses to her<br />
melee damage roll (a free action) immediately after resolving<br />
the attack roll. For example, a <strong>dragon</strong>claw spirit connected<br />
to a team of six grants the team a +2 bonus on six different<br />
melee damage rolls per day, which can be shared among the<br />
group or used entirely by one member. No team member can<br />
use this benefit more than once per round.<br />
2nd-Tier Benefit: As the 1st-tier benefit, except that each<br />
day the team collectively gains a number of +1 insight bonuses<br />
on melee attack rolls equal to the number of team members.<br />
At any time during the next 24 hours, a team member can<br />
add one of the bonuses to her melee attack roll (a swift action)<br />
immediately prior to the roll. For example, a <strong>dragon</strong>claw spirit<br />
connected to a team of six grants the team a +1 bonus on six<br />
different melee attack rolls per day, which can be shared<br />
among the group or used entirely by one member. No team<br />
member can use this benefit more than once per round.<br />
3rd-Tier Benefit: This benefit replaces the 1st-tier benefit.<br />
It is identical to that benefit except that it grants +5 insight<br />
bonuses (instead of +2).<br />
4th-Tier Benefit: This benefit replaces the 2nd-tier benefit.<br />
It is identical to that benefit except that it grants +2 insight<br />
bonuses (instead of +1).<br />
5th-Tier Benefit: Each day, the team collectively gains a<br />
number of automatic confirmations of melee critical threats<br />
equal to the number of team members. After a critical threat<br />
is rolled, a team member can take an immediate action to<br />
automatically confirm the critical threat. The critical threat<br />
results in a critical hit; no confirmation roll is required. No<br />
team member can use this benefit more than once per day.<br />
DRAGONSKULL SPIRIT BENEFITS<br />
Dragonskull spirits have an affinity for groups that strike<br />
fear into the hearts of their enemies—groups with a bit of<br />
swagger and menace that don’t mind getting bloody.<br />
1st-Tier Benefit: If you are adjacent to an enemy at the end<br />
of your turn, you can take a swift action to take a penalty to<br />
your Armor Class of up to –5 and add the same number to<br />
a bonus pool. Any other team member can use an immediate<br />
action to take 1 point from the bonus pool and gain a<br />
+1 morale bonus on her next saving throw or improve her<br />
effective caster level on the next spell she casts by 1. Unused<br />
points disappear at the beginning of your next turn and your<br />
Armor Class returns to normal.<br />
2nd-Tier Benefit: The companion spirit establishes a<br />
<strong>magic</strong>al feedback loop that channels damage you receive<br />
into damage you deal to foes. If you take damage equal to<br />
or exceeding 25% of your full normal hit points during the<br />
previous round, you gain a +2 morale bonus on damage rolls<br />
you make on your turn, whether the damage comes from<br />
your weapons, your spells, or other effects you generate. If<br />
it is unused, the morale bonus disappears at the end of your<br />
turn.<br />
3rd-Tier Benefit: This benefit replaces the 1st-tier benefit.<br />
It is identical to that benefit, except that each team member<br />
can take more points from the bonus pool. A member can<br />
take up to 5 points and gain up to a +5 morale bonus on her<br />
next saving throw, or she can take up to 2 points and gain up<br />
to a +2 bonus to her effective caster level on her next spell.<br />
4th-Tier Benefit: This benefit replaces the 2nd-tier benefit.<br />
It is identical to that benefit, except that the bonus on damage<br />
rolls improves to +5.<br />
5th-Tier Benefit: The companion spirit can fill one or<br />
more team members with the fury of a rampaging <strong>dragon</strong>,<br />
granting the benefits of a rage spell (PH 268) for a total of 2<br />
rounds per team member. Any team member can activate<br />
the rage effect with a swift action, but the total duration for<br />
the team is limited to 2 rounds per member. For example, in<br />
a team of four, one member can be enraged for 8 rounds, or<br />
each member could be enraged for 2 rounds.<br />
MAGIC ITEMS<br />
Whether inspired by <strong>dragon</strong>s’ awesome grace or terrifying<br />
ferocity, many <strong>magic</strong> items owe their existence to the power<br />
of <strong>dragon</strong>kind. This section includes a variety of such items.<br />
Most are intended for use by player characters, though a few<br />
are useful to the <strong>dragon</strong>s those characters might face.<br />
Draconic Magic Items<br />
Item<br />
Elixir of blindsight<br />
Vial of explosive breath, lesser<br />
Ring of draconic zeal, lesser<br />
Vial of explosive breath, greater<br />
Dragonslayer claws<br />
Shield of the winged crusade<br />
Ring of draconic zeal, greater<br />
Tailbands of impact<br />
Rod of the <strong>dragon</strong> heart<br />
Rod of <strong>dragon</strong>’s blood, lesser<br />
Amulet of fearsome might<br />
Cloak of mysterious emergence<br />
Tome of the wyrm<br />
Rod of <strong>dragon</strong>’s blood, greater<br />
Sword of the great harrowing<br />
Market Price<br />
1,000 gp<br />
1,000 gp<br />
2,000 gp<br />
2,000 gp<br />
2,500 gp<br />
3,170 gp<br />
6,000 gp<br />
6,000 gp<br />
8,000 gp<br />
10,000 gp<br />
11,000 gp<br />
13,000 gp<br />
15,000 gp<br />
40,000 gp<br />
60,315 gp