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CHAPTER 3<br />

DRACONIC<br />

MAGIC<br />

96<br />

Illus. by D. Wahlstrom<br />

Effect: A sword of the great harrowing is a +1 <strong>dragon</strong>bane<br />

longsword with two lesser powers that it is eager to use on<br />

behalf of its master. Three times per day each, it can use resist<br />

energy (20 points, sword’s choice of energy type) and remove<br />

fear.<br />

But in battle with a wounded <strong>dragon</strong>, a sword of the great<br />

harrowing becomes something much more. Immediately<br />

after the wielder successfully deals damage to a <strong>dragon</strong> with<br />

the sword, it activates its <strong>dragon</strong>blood consumption power.<br />

At the end of each of the wielder’s turns, check whether the<br />

sword dealt damage to the <strong>dragon</strong> that round. If it did, its<br />

enhancement bonus increases by 1 for future attacks against<br />

that <strong>dragon</strong>. If it did not, its enhancement bonus decreases by<br />

1 for future attacks against that <strong>dragon</strong>. One hour after the<br />

last time the sword deals damage to a <strong>dragon</strong>, this effect fades,<br />

and the sword’s enhancement bonus returns to normal.<br />

A sword of the great harrowing’s enhancement bonus can’t<br />

drop below +1 (or the normal enhancement bonus of the<br />

sword, if improved beyond +1), nor can it rise above the<br />

<strong>dragon</strong>’s age category (including the benefit of the bane<br />

quality). For <strong>dragon</strong>s without an age category, treat the age<br />

category as 1/4 the <strong>dragon</strong>’s Hit Dice (maximum age category<br />

of 10 for a <strong>dragon</strong> with 40 or more Hit Dice).<br />

Variants: As written, a sword of the great harrowing is<br />

neutral, an implacable foe of both chromatic and metallic<br />

<strong>dragon</strong>s. But the DM can change its alignment and narrow its<br />

focus to produce a variant sword that hates only evil <strong>dragon</strong>s<br />

(or only good ones).<br />

It’s also possible to change the sword into another type of<br />

weapon. Simply subtract 15 gp from the cost, and add the<br />

cost of the new weapon.<br />

Aura/Caster Level: Strong transmutation; CL 15th.<br />

Construction: Craft Magic Arms and Armor, locate creature,<br />

resist energy, remove fear, 30,315 gp, 2,400 XP, 60 days.<br />

Weight: 4 lb.<br />

Price: 60,315 gp.<br />

TAILBANDS OF IMPACT<br />

Characters who face the mightiest of <strong>dragon</strong>s know to fear<br />

their tail slap more than their bite. These adamantine bands<br />

enhance the already prodigious destructive capability of a<br />

tail slap attack.<br />

Description: Each of these three progressively larger<br />

adamantine bands is a stunning piece of jewelry in its own<br />

right, studded with gems and inscribed with draconic runes<br />

of strength. The three bands slip over the wearer’s tail and<br />

are <strong>magic</strong>ally held in place once donned, spread equidistant<br />

up its length. Tailbands of impact occupy the same space on<br />

the body as boots.<br />

Prerequisite: While tailbands of impact are made for<br />

<strong>dragon</strong>s, any creature that has a tail slap attack can wear<br />

them, and they resize to fit the wearer. A creature that does<br />

not have a tail slap attack gains no benefit from wearing the<br />

bands.<br />

Tailbands of impact<br />

Activation: The tailbands of impact function automatically<br />

as long as they are worn.<br />

Effect: An attack with a tail equipped with tailbands of<br />

impact is considered adamantine and <strong>magic</strong> for the purpose<br />

of overcoming damage reduction. In addition, tailbands of<br />

impact allow the wearer to apply more of his Strength bonus<br />

on damage rolls for tail slap attacks. Consult the table below<br />

to determine the effect.<br />

Normal<br />

Wearing Tailbands of Impact<br />

Str bonus × 1/2 Str bonus<br />

Str bonus Str bonus × 1-1/2<br />

Str bonus × 1-1/2 Str bonus × 2<br />

Aura/Caster Level: Moderate evocation; CL 11th.<br />

Construction: Craft Wondrous Item, bull’s strength, 3,000<br />

gp, 240 XP, 6 days.<br />

Weight: 10 lb.<br />

Price: 6,000 gp.<br />

TOME OF THE WYRM<br />

Favored by spellcasters who hunt <strong>dragon</strong>s, a tome of the wyrm<br />

gradually increases the potency of its bearer’s spells.<br />

Lore: A tome of the wyrm describes dozens of battles<br />

between spellcasters and <strong>dragon</strong>s (DC 10 Knowledge<br />

[arcana]). Wyrm wizards (see page 55) created the tomes to help<br />

them conduct research by overcoming the <strong>magic</strong>al defenses<br />

of <strong>dragon</strong>s, growing stronger over time (DC 20 Knowledge<br />

[arcana]).<br />

Description: A tome of the wyrm is a leather-covered grimoire<br />

with binding hinges and a back plate made of dark<br />

iron. An embossed, glowing eye with a slitted pupil adorns<br />

the cover. The eye remains heavily lidded unless a <strong>dragon</strong>

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