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Adoration of the Frightful[]

(Dragon Magic

Enchantment (Charm) [Mind-Affecting Level: Hexblade 2Bard 3Cleric 3Sorcerer 3Wizard 3 Components: V Casting Time: 1 standard action Range: 60 ft. Area: 60-ft. radius emanation, centered on you Duration: 1 minute/level Saving Throw: Will negates Spell Resistance: Yes

A thunderous rumble echoes from within you, washing over cowed creatures and forcing them to show you respect.

Upon casting this spell, you radiate a magical aura that causes fearful creatures to shy away from harming you. While this spell is in effect, any creature within the spell's area that is shaken, frightened, or panicked has its attitude toward you shifted to friendly (see Influencing NPC Attitudes, PH 72).

This effect ends for a given creature if the fear effect is removed, or if you or an ally attacks the creature or otherwise takes any hostile act toward it.

Special: A character who learns this spell gains a +1 competence bonus on Diplomacy checks

Arcane Spellsurge[]

(Dragon Magic, p. 64) 

Universal  Level: Sorcerer 7Wizard 7Wu Jen 7 (all),  Components: VS Casting Time: 1 standard action Range: Personal Target: You Duration: 1 round/level

Green and yellow sparks fly off your body as a light breeze picks up, lifting loose debris and swirling around with a faint howl.

This spell speeds the flow of magic through you, hastening your spellcasting ability. Casting times for arcane spells are reduced as follows: Normal Casting Time New Casting Time 1 standard action 1 swift action 1 full round 1 standard action 2-10 rounds 1 round less than normal

Arcane spellsurge has no effect on any spell with a casting time of greater than 1 minute or a casting time not listed on the table. You can't choose to ignore this effect; that is, you can't opt to cast a spell using its normal casting time. Thus, if all your spells normally have casting times of 1 standard action, they take 1 swift action instead, and because you can't take more than one swift action in a round, you won't be able to cast multiple spells per round while under the effect of arcane spellsurge. (If you have available spells with casting times of 1 full round, you are still able to cast more than one of those spells per round). However, a sorcerer or other spontaneous arcane caster could cast a metamagic spell (as a standard action) and a normal spell (as a swift action) in the same round.

This spell doesn't stack with any other effect that reduces a spell's casting time.

Special: If you are of the dragonblood subtype (see page 4), you can cast this spell as a swift action

Aspect of the Chromatic Dragon[]

(Dragon Magic

Transmutation (Polymorph) [Evil Level: Sorcerer 8 Components: VS, Evil  Casting Time: 1 swift action Range: Personal Target: You Duration: 1 round/level (D)

Your body becomes powerfully muscled as multicolored scales cover your flesh. Four draconic heads sprout from your shoulders. You take the form of an aspect of Tiamat (see page 110). You gain 100 temporary hit points, which disappear at the end of the spell's duration. For details, see The Polymorph Subschool on page 60. Evil: Only evil-aligned characters can cast this spell

Aspect of the Platinum Dragon[]

(Dragon Magic

Transmutation (Polymorph) [Good Level: Sorcerer 7 Components: VS, Good  Casting Time: 1 swift action Range: Personal Target: You Duration: 1 round/level (D)

Your body expands in size while growing a sheen of platinum scales and mighty claws and teeth. A pair of great wings sprouts from your back. You take the form of an aspect of Bahamut (see page 108). You gain 110 temporary hit points, which disappear at the end of the spell's duration. For details, see The Polymorph Subschool on page 60. (if you don't have access to Draconomicon, replace the aspect's Tempest Breath feat with Great Cleave). Good: Only good-aligned characters can cast this spell

Burst of Glacial Wrath[]

(Dragon Magic

Evocation/Transmutation [Cold Level: Sorcerer 9Wizard 9 Components: VS Casting Time: 1 standard action Range: 30 feet Area: Cone-shaped burst Duration: Instantaneous Saving Throw: Fortitude half Spell Resistance: Yes

A quick buildup of icy blue energy centered on your hand rapidly becomes an enormous bubble of frost that washes out over the landscape, freezing all in its path. You create a burst of icy energy that flash-freezes any creatures within the spell's area. The spell deals 1d6 points of cold damage per caster level (maximum 25d6 points). Any living creature reduced to -1 or fewer hit points is not killed, but instead turned to solid ice (similar to flesh to stone, but with ice instead of stone). Effectively, the spell can't reduce a creature's hit points below -9. A successful Fortitude save halves the damage. A creature turned to solid ice by this spell gains hardness 10 as well as immunity to cold and electricity. However, it also gains vulnerability to fire, and any frozen creature reduced to -10 or fewer hit points by fire damage immediately melts (and dies). Once this occurs, the creature can be brought back to life only with a miracle, true resurrection, or wish spell. Special: A character who learns this spell gains resistance to cold 5, which stacks with any other resistance to cold he already possesses

Call of the Twilight Defender[]

(Dragon Magic

Conjuration (Summoning Level: Druid 6Sorcerer 6Wizard 6 Components: V Casting Time: 1 full round Range: Close (25 ft. + 5 ft./2 levels) Effect: One twilight guardian Duration: 1 round/level Saving Throw: None Spell Resistance: No

The very ground erupts in a shower of stone and dirt, accompanied by a thunderclap. Standing in the center of the damaged ground is a creature of stone, wood, and plant parts resembling the regal form of a guardian dragon. This spell summons one twilight guardian (see page 121) to fight for you. The spell functions like a summon nature's ally spell, but with one exception. At any time, a summoned twilight guardian can sacrifice itself by simply touching you (a standard action); the twilight guardian is immediately destroyed, and you gain a number of hit points equal to 1/2 the twilight guardian's remaining hit points before its sacrifice. Special: A character who learns this spell gains a +1 competence bonus on Knowledge (nature) checks

Channel the Dragon[]

(Dragon Magic

Transmutation  Level: Wu Jen 7 (all),  Components: VS Casting Time: 1 full round Range: Personal Target: You Duration: 1 round/level

You feel the mighty force of elemental wyrms flood your spirit and reinforce your body. Your flesh hardens, and your eyes gleam.

Few creatures represent both themystic and the elemental more than dragons. You tap into the spiritual might of these magnificent creatures to gain a breath weapon and a defensive ability based on your favored element (and the dragon variety channeled by the spell). See the table below for details.

The breath weapon takes the form of a 15-foot cone-shaped burst. Using the breath weapon requires a standard action, and each time you breathe, you must wait 1d4 rounds before breathing again. Spell resistance does not apply against the breath weapon's effect.

Element (Dragon) Breath Weapon Defensive Ability Earth (Copper) Slow, 1d6 rounds (Will negates) DR 5 / adamantine Fire (Red) 7d6 fire (Reflex half) Resistance to Fire 30 Metal (Silver) Paralysis, 1 round (Will negates) DR 5 /adamantine Water (White) 7d6 cold (Reflex half) Resistance to Cold 30 Wood (Green) 7d6 acid (Reflex half) Resistance to Acid 30

Curse of the Elemental Lords[]

(Dragon Magic

Necromancy  Level: Sorcerer 4Wizard 4 Components: VS Casting Time: 1 swift action Range: Medium (100 ft. + 10 ft./level) Target: One creature/4 levels Duration: 24 hours Saving Throw: Will negates Spell Resistance: Yes

Ghostly images of elemental beasts fly from your outstretched arm, striking foes and placing a shadowy curse upon them. This spell places a curse on the targets, making them more susceptible to your magical attacks. When you cast this spell, select acid, cold, electricity, or fire; any creature affected by the spell takes an extra 1d6 points of damage from any of your spells that deal damage of that energy type. The extra damage isn't added to other effects, such as a weapon's flaming special ability, nor does it apply to damage dealt by other characters. As part of the casting of this spell, you can sacrifice one additional sorcerer spell slot of up to 9th level; doing this increases the extra damage from the spell by 1 point per level of the sacrificed slot. For example, if you spend a 4th-level spell slot to cast curse of the elemental lords and a 6th-level spell slot to augment it, the resulting curse adds 1d6+6 points of damage to the damage taken by targets of your spells of the chosen energy type. Curse of the elemental lords can't be dispelled, but it can be removed by any effect that would remove a curse. Special: If you are of the dragonblood subtype (see page 4), the extra damage from this spell also applies to your breath weapon (assuming that it deals the appropriate type of damage)

Detect Dragonblood[]

(Dragon Magic, p. 66) 

Divination  Level: Sorcerer 1Wizard 1 Components: VS Casting Time: 1 standard action Range: 60 ft. Area: Cone-shaped emanation Duration: Concentration, up to 10 min./level (D) Saving Throw: None Spell Resistance: No

This spell functions like detect evil, except that you detect the auras of creatures of the dragon type or the dragonblood subtype (see page 4). The amount of information revealed depends on how long you study a particular area or subject. 1st Round: Presence or absence of dragonblooded creatures. 2nd Round:Number of dragonblooded in the area, and the power of the most potent aura. 3rd Round: The power and location of each aura. If an aura is outside your line of sight, you learn its direction but not its exact location. If an aura is within your line of sight, you can make a Knowledge (arcana) check (DC 10 + target's HD) to determine whether the aura is of the dragon type or the dragonblood subtype. Aura Power: The power of a dragonblooded creature's aura depends on its Hit Dice and the strength of its connection to dragons; see the accompanying table. If a creature's aura falls into more than one category, the spell indicates the stronger of the two

Dragoneye Rune[]

(Dragon Magic

Universal  Level: Sorcerer 2Wizard 2Wu Jen 2 (all),  Components: VS Casting Time: 1 standard action Range: Touch Effect: One personal rune or mark, all of which must fit within 1 sq. ft. Duration: Permanent Saving Throw: None Spell Resistance: No

A brightly glowing sigil appears briefly, burning as though branded into the surface before fading to invisibility.

This spell allows you to brand a special arcane mark onto an object or creature, denoting that it is under your watchful eye. The mark inscribed is unique to your casting of this spell; no two casters create the same mark. It otherwise functions just as arcane mark, with two exceptions.

First, you can treat the marked object or creature as familiar for the purpose of any divination (scrying) spell. Second, three times per day you can (as a swift action) detect the direction and distance of the marked object or creature from you. If the creature is dead or on another plane, you gain no knowledge from this function.

Special: If you are of the dragonblood subtype (see page 4), any object or creature with a dragoneye rune gains a +2 bonus on saves against divination (scrying) spells or effects cast by other dragonblooded creatures

Dragonshape, Least[]

(Dragon Magic

Transmutation (Polymorph Level: Sorcerer 3Wizard 3 Components: VS Casting Time: 1 swift action Range: Personal Target: You Duration: 1 round/level (D)

Your body shrinks to the size of a housecat, as red-brown scales replace your normal skin and your fingers turn into sharp claws. A sinuous barbed tail grows from the base of your spine, and two leathery wings burst from your back. You take the form of a Tiny pseudodragon (MM210). For details, see The Polymorph Subschool on page 60

Dragonshape, Lesser[]

(Dragon Magic

Transmutation (Polymorph Level: Sorcerer 6Wizard 6 Components: VS Casting Time: 1 swift action Range: Personal Target: You Duration: 1 round/level (D)

You feel a fire burning deep within you.

Crimson scales quickly grow over your body, a pair of great wings sprouts from your shoulders, and the scent of sulfur fills the air as you transform into a dragon. You take the form of a Large young red dragon (see below). You gain 60 temporary hit points, which disappear at the end of the spell's duration. For details, see The Polymorph Subschool on page 60

Eyes of the Oracle[]

(Dragon Magic

Divination  Level: Cleric 6Sorcerer 6Wizard 6Wu Jen 6 (all),  Components: VSM Casting Time: 1 standard action Range: Personal Target: You Duration: 1 round/level or until expended

Vague, translucent shadows of your body's form move just out of sync with your own motions, a visible sign that you exist in two places in time. You can see into the future, slightly anticipating your opponents' next moves. You gain a +2 insight bonus to Armor Class and a +2 insight bonus on Reflex saves. Additionally, at the end of your turn, you can ready a single standard action regardless of the number of actions taken this turn. Thus, you can move at your movement rate, make a single attack, and then at the end of your turn ready an action to cast a single spell with a casting time of one standard action. This behaves as a readied action in all other ways, including the change in your initiative. If you take the readied action, the spell's effect ends immediately. Special: If you are of the dragonblood subtype (see page 4), your bonus to Armor Class and on Reflex saves improves to +3

Ferocity of Sanguine Rage[]

(Dragon Magic

Transmutation/Divination  Level: Sorcerer 3Wizard 3Assassin 4 Components: VS Casting Time: 1 standard action Range: Personal Target: You Duration: 1 round/level or until expended

Blood seems to pour from your eyes as an irregular red glow whirls around you chaotically. This spell imbues you with a supernatural ferocity, giving you an edge in melee combat. You gain a morale bonus on your melee damage rolls (with weapons or natural attacks) equal to 1/2 your caster level. This has no impact on your ability to cast spells or perform other actions. Furthermore, while this spell is active, you can activate a true strike effect (as the spell) on yourself as a standard action. This effect lasts for the normal duration of the true strike spell (a single attack), after which the entire spell's duration ends. Special: if you are of the dragonblood subtype (see page 4), you cast this spell at +1 caster level

Firestride Exhalation[]

(Dragon Magic

Conjuration/Evocation (Teleportation) [Fire Level: Sorcerer 4Wizard 4Wu Jen 4 (fire),  Components: VS Casting Time: 1 standard action Range: 30 ft.; see text Area: Cone-shaped burst; see text Duration: Instantaneous Saving Throw: Reflex half Spell Resistance: Yes

With a word and a gesture, you fill your lungs with swirling, burning energy. Then, with a mighty exhalation, you flood the space before you with a powerful cone of fire. As the last wisps of energy leave your lips, your body becomes part of the breath weapon, allowing you to flow through space and reform your body anywhere within the breath's area. You breathe forth a cone of fire that deals 8d6 points of fire damage. A successful Reflex save halves this damage, and spell resistance applies. When you cast this spell, you have the option of becoming part of the breath weapon and teleporting instantly to any unoccupied space within the breath weapons area. Your entire body need not fit within the breath's area, as long as your new space shares at least 1 square with the breath weapon's area. You bring along any gear worn or carried (up to your maximum load). You can't bring along other creatures except for your familiar. You must make this decision when casting the spell, before any other effects of the breath weapon are resolved (such as saves, spell resistance, and so forth). You aren't damaged by the spell's effect when you appear within its area

Form of the Desert Hunter[]

(Dragon Magic

Transmutation (Polymorph Level: Sorcerer 5Wizard 5 Components: VS Casting Time: 1 swift action Range: Personal Target: You Duration: 1 round/level (D)

Brass scales grow from your flesh as a thick mane surrounds your face. Your arms and legs become powerfully muscled and grow sharp claws as your body hunches over to become quadrupedal and a small pair of batlike wings sprouts from your shoulder blades. You take the form of a dragonne (MM89). You gain 30 temporary hit points, which disappear at the end of the spell's duration. For details, see The Polymorph Subschool on page 60

Glorious Master of the Elements[]

(Dragon Magic

Evocation [AcidColdElectricityFire Level: Sorcerer 7Wizard 7 Components:  Casting Time: 1 standard action Range: 60 ft. Target: One creature Duration: 5 rounds Saving Throw: None Spell Resistance: Yes

A surge of arcane energy explodes from your fingertips, sending white, red, and yellow jolts lancing outward. This spell allows you to channel the awesome energy of the primal elements. For the duration of the spell, you can, as a standard action, make a ranged touch attack against any target within 60 feet. If successful, you deal 1d6 points of energy damage per two caster levels (maximum 10d6). Before making the attack, select the energy type from among acid, cold, electricity, and fire. Additionally, each time you successfully make an attack on a target using this spell, you gain a cumulative +2 bonus on the damage roll for each subsequent attack on the same target. This bonus is cumulative only for the duration of the spell and applies only to damage dealt by this spell. Special: If you are of the dragonblood subtype (see page 4), your ranged touch attacks from this spell instead deal 1d8 points of damage per two caster levels (maximum 10d8)

Haze of Smoldering Stone[]

(Dragon Magic

Evocation [Fire Level: Sorcerer 6Wizard 6Wu Jen 6 (fire), Druid 7 Components: VS Casting Time: 1 standard action Range: 60 ft. Area: Cone-shaped burst Duration: Instantaneous Saving Throw: Reflex half Spell Resistance: Yes

Glowing embers swirl around your body, then fly outward to pummel nearby foes with searing volcanic rock. This spell projects hundreds of tiny, burning volcanic rocks outward from your body, dealing 4d6 points of bludgeoning damage and 8d6 points of fire damage. If you cast haze of smoldering stone again before the end of your next turn, the second casting deals 5d6 points of bludgeoning damage and 10d6 points of fire damage. Special: A character who learns this spell gains resistance to fire 3, which stacks with any other resistance to fire he already possesses

Hoard Gullet[]

(Dragon Magic

Transmutation  Level: Sorcerer 1Wizard 1 Components: VS Casting Time: 1 standard action Range: Personal Target: You Duration: 1 hour/level

You move your hands to your throat, chanting in low murmurs as you trace an imaginary line from your lower jaw down to your abdomen. You gain a magical second stomach, which can be used to transport objects securely. You can safely swallow and transport any object you could normally swallow (including items at least three size categories smaller than you). The capacity of your hoard gullet is 100 pounds and/or 10 cubic feet per caster level (up to a maximum of 1,000 pounds and 100 cubic feet). You can't remove individual items from your hoard gullet, but as a full-round action, you can expel its entire contents into your square. It otherwise functions as a bag of holding (DMG 248). At the end of the spell's duration, anything still in your second stomach is immediately and instantly brought up, falling to the ground next to you. You can't have more than one hoard gullet active at one time; casting this spell before its duration ends the duration of the previous casting. For example, if a 7th-level sorcerer with 2 hours left on his hoard guild casts the spell again, the spell's duration resets to 7 hours. Dragons often use this spell to transport their treasure hoards safely, but it is equally useful to those who would loot such hoards

Justice of the Wyrm King[]

(Dragon Magic

Abjuration [Force Level: Sorcerer 7Wizard 7 Components: VS Casting Time: 1 swift action Range: Personal Target: You Duration: 5 rounds

Spines of brilliant yellow light burst outward from your body, giving the impression that you are covered in glowing spikes. You create a field of arcane force around your body that deals retaliatory damage to your attackers. While this spell is active, any creature striking you with a nonreach melee weapon takes 4d6 points of damage. As part of the casting of this spell, if you are a sorcerer you can sacrifice one additional sorcerer spell slot of up to 9th level; this increases the damage dealt by 2 points for every level of the sacrificed slot. For example, if you use a 7th-level spell slot to cast justice of the wyrm king and sacrifice a 5th-level spell slot to augment it, you deal 4d6+10 points of damage to your attackers

Kiss of Draconic Defiance[]

(Dragon Magic

Abjuration  Level: Sorcerer 7Wizard 7 Components: VS Casting Time: 1 standard action Range: 40 ft. Area: 40-ft.-radius emanation centered on you Duration: Concentration + 1 round or until expended Saving Throw: Fortitude negates; see text Spell Resistance: Yes; see text

A ring of radiant energy spirals out from your body, shattering the magical energies of others. This spell projects magical interference from your body, making it more difficult for others to cast spells within its area. Any enemy attempting to cast a spell within the area of a kiss of draconic defiance must succeed on a Fortitude saving throw; failure means the spell is lost (as if cast) but has no effect. Any creature that successfully saves against this spell is immune to its effect for 24 hours thereafter. Check spell resistance the first time a creature attempts to cast a spell within the area. Furthermore, while this spell is active, you can automatically counter a single spell of 5th level or lower (as per the counterspell action) as an immediate action, as long as the caster is within the area of the kiss of dragon defiance. Doing so immediately ends the duration of this spell. You do not expend any of your own spell slots to counter the other spell and need not make a Spellcraft check to identify it (though you can choose to do so to ensure that it's not higher than 5th level).

Lord of the Sky[]

(Dragon Magic

Evocation/Transmutation [Electricity Level: Shugenja 5 (air), Sorcerer 5Wizard 5 Components: VS Casting Time: 1 standard action Range: Personal Target: You Duration: 1 minute/level

A swirling cloud of black mist surrounds you, shot through with bolts of lightning and covering you in powerful magic. By casting this spell, you become more formidable in aerial combat, allowing you to deal with airborne enemies more easily. You can fly at a speed of 40 feet with good maneuverability (or 30 feet if you wear medium or heavy armor, or carry a medium or heavy load). If you already have a fly speed of 40 feet or greater, your fly speed improves by 10 feet, and your maneuverability improves to good (unless it's already better than that). While airborne, you can use a swift action each round to fire a bolt of magical lightning as a ranged touch attack against any other airborne target within 60 feet. This attack deals 1 point of electricity damage per caster level (maximum 20 points) and reduces the target's fly speed to 1/2 normal for the duration of the spell. This speed reduction doesn't stack, so attacking the same target multiple times yields no extra reduction in fly speed (but continues to deal damage). Furthermore, while this spell is active, you can activate one lightning bolt (as the spell) as a standard action. Doing so ends the duration of lord of the sky, and if you do not have a natural fly speed, you drift to the ground as per the fly spell. Special: If you are of the dragonblood subtype (see page 4), this spell grants you a fly speed of 60 feet (or 40 if encumbered as described above). Dragonblooded casters who already have a fly speed of 60 feet or greater instead gain a +10-foot improvement to their fly speed

Magic of the Dragonheart[]

(Dragon Magic

Transmutation  Level: Sorcerer 2 Components: VS Casting Time: 1 standard action Range: Personal Target: You Duration: 1 hour/level

You speak your own name as you clench your fists at your side. An aura of bright energy forms around you, coalescing into the shape of a translucent dragon above your head. This spell grants you a variety of benefits related to your draconic feats. If you have no draconic feats, this spell has no effect. While this spell is active, you are considered to have two more draconic feats than normal for the purpose of determining the benefit of your draconic feats. For example, if you have the Draconic Heritage feat (see page 17), you would gain a +2 bonus to the specified saves for the duration of this spell, over and above the bonus already granted by that feat. In addition, for the purpose of determining the benefit of a draconic feat, treat magic of the dragonheart as if its spell level equaled 1/2 your caster level. For example, an 8th-level sorcerer that has the Draconic Flight feat (Complete Arcane 77) would gain a fly speed of 40 feet after casting this spell, as if it were a 4th-level spell. Finally, you gain a competence bonus equal to 1/2 your caster level (maximum +10) on skill checks made with the class skill granted by your Draconic Heritage feat (if you have the feat).

Mark of the Enlightened Soul[]

(Dragon Magic

Transmutation [Good Level: Cleric 4Sorcerer 4Wizard 4 Components: VS Casting Time: 1 swift action Range: Personal Target: You Duration: 3 rounds or until ended

Your hands glow softly, as if illuminated from within by a bright light. This spell adds a touch of good to your magic, granting you special potency against your evil-aligned enemies. Your spells gain the good descriptor. Any spell you cast of 3rd level or lower deals +50% damage to evil-aligned creatures. As part of the casting of this spell, you can sacrifice one sorcerer spell slot of 5th to 9th level; doing this increases the maximumlevel of spells affected by mark of the enlightened soul to the level of the sacrificed slot minus 1. For example, if you spend a 4th-level spell slot to cast the spell and a 7th-level spell slot to augment it, you would deal extra damage to evil-aligned creatures with spells of 6th level or lower. Special: A good-aligned caster of the dragonblood subtype can choose to end this spell's duration by activating protection from evil (as the spell, but targeting itself) as a swift action. This effect lasts for the normal duration of protection from evil

Mind of the Labyrinth[]

(Dragon Magic

Enchantment (Compulsion) [Mind-Affecting Level: Sorcerer 8Wizard 8 Components: VS Casting Time: 1 standard action Range: Personal Target: You Duration: 1 hour/level or until expended

As you close your eyes to mere slits, a black miasma of energy floats around your head, sucking in light and the stray minds of others.

You twist your mind to become a magical labyrinth, bewildering unsuspecting spellcasters. If an enemy casts a mind-affecting spell or ability that targets you, the enemy becomes confused for 1 round, disoriented by the mazelike confines of your consciousness. (This confusion occurs whether or not the spell successfully affects you). A successful Will save (DC 18 + your Int modifier) negates this effect and renders that foe immune to this casting of the spell.

Furthermore, while mind of the labyrinth is active, you can use an immediate action to activate a dominate person effect (as the spell, except that the duration is 1 hour) on one humanoid who casts a mind-affecting spell on you. Doing so ends the duration of mind of the labyrinth, though the dominate person effect lasts for 1 hour thereafter.

Special: A character who learns this spell gains a +1 competence bonus on Bluff checks

Passage of the Shifting Sands[]

(Dragon Magic

Transmutation/Evocation [Air Level: Druid 4Sorcerer 4Wizard 4 Components: VS Casting Time: 1 standard action Range: Personal Target: You Duration: 1 minute/level (D) or until expended

You entire body sparkles as color fades from your form. A stiff breeze picks up as you collapse into thousands of particles of sand, sent flying on the warm wind. You and all your belongings become a flying cloud of sand, swirling and formless yet retaining your consciousness. You lose your normal shape and become a sand cloud, taking up the same space you do in your normal form. You can fly at a speed of 40 feet (perfect maneuverability), but you lose any other movement rates you had in your normal form. Treat this otherwise as gaseous form (PH 234). If you end your movement in the same space as another creature, that creature is blinded for 1 round (Fortitude negates). Spell resistance does not apply against this effect. Furthermore, while this spell is active, you can activate a gust of wind effect (as the spell) as a swift action. Doing so ends the duration of passage of the shifting sands. Special: A blue dragon capable of casting 6th-level sorcerer spells can cast this spell as a swift action

Path of Frost[]

(Dragon Magic

Transmutation [Cold Level: Druid 1Sorcerer 1Wizard 1 Components: VS Casting Time: 1 standard action; see text Range: 30 ft. Area: One 5-foot square per level (maximum 5), beginning adjacent to your space (S) Duration: 1 round/level Saving Throw: Reflex negates Spell Resistance: No

A pathway of solid ice races along the ground from your feet, creating a frozen strip that gives off wisps of moisture. This spell creates a pathway or area of slippery ice on the ground. Entering an affected square costs 2 squares of movement; a creature can avoid this hindrance by succeeding on a DC 10 Balance check. If the creature fails the save by 5 or more, it not only spends 2 squares of movement to enter the affected square, but it also falls prone in that square. In addition, any creature that starts its turn in an affected square or that enters an affected square takes 1 point of cold damage. If a creature enters more than one affected square on its turn, it takes damage for each square. This spell can be cast only on solid ground and has no effect when cast on the surface of water or other liquids. If you cast path of frost again before the duration of the first spell ends, any squares within the area of both castings deal 2 points of cold damage. More than two overlapping areas don't stack. Special: A white dragon capable of casting 3rd-level sorcerer spells can cast this spell as a swift action

Primal Hunter[]

(Dragon Magic

Transmutation  Level: Ranger 1Druid 2Sorcerer 2 Components: VS Casting Time: 1 standard action Range: Personal Target: You Duration: 24 hours

Your muscles ripple with the memory of ancestral strength, tensing for quick action. This spell causes your body to recall the strength of your forebears, hearkening back to a time when your ancestors constantly struggled for survival. You gain a +5 competence bonus on Climb, Jump, and Swim checks. If primal hunter is active on you at the same time as primal instinct, primal senses, or primal speed, you gain uncanny dodge (as the barbarian class feature). If all four of these spells are active on you at the same time, you gain improved uncanny dodge (as the barbarian class feature; your barbarian level for the purpose of being flanked equals your caster level). Special: If you are of the dragonblood subtype (see page 4), you can cast this spell as a swift action

Primal Instinct[]

(Dragon Magic

Transmutation  Level: Ranger 2Druid 3Sorcerer 3 Components: VS Casting Time: 1 standard action Range: Personal Target: You Duration: 24 hours

Rings of blue-white energy travel from your feet to your head and back again, vanishing after encircling you in their glow. This spell calls upon the raw natural forces within you to grant the basic instincts possessed by your ancestors. You gain a +5 competence bonus on initiative and Survival checks. If primal instinct is active on you at the same time as primal hunter, primal senses, or primal speed, you gain uncanny dodge (as the barbarian class feature). It all four of these spells are active on you at the same time, you gain improved uncanny dodge (as the barbarian class feature; your barbarian level for the purpose of being flanked equals your caster level). Special: If you are of the dragonblood subtype (see page 4), you also gain a +5 competence bonus on any one kind of Knowledge check, chosen when you cast primal instinct, and you are treated as trained in that skill

Primal Senses[]

(Dragon Magic

Transmutation  Level: Ranger 3Druid 4Sorcerer 4 Components: VS Casting Time: 1 standard action Range: Personal Target: You Duration: 24 hours

Translucent, catlike eyes appear over your own, flaring brightly for a moment before fading to invisibility. This spell calls upon the primal forces of creation to grant you the senses of your primitive ancestors. You gain low-light vision and a +5 competence bonus on Listen and Spot checks. If primal senses is active on you at the same time as primal hunter, primal instinct, or primal speed, you gain uncanny dodge (as the barbarian class feature). If all four of these spells are active on you at the same time, you gain improved uncanny dodge (as the barbarian class feature; your barbarian level for the purpose of being flanked equals your caster level). Special: If you are of the dragonblood subtype (see page 4), you also gain blindsense out to 10 feet

Primal Speed[]

(Dragon Magic

Transmutation  Level: Ranger 4Druid 6Sorcerer 6 Components: VS Casting Time: 1 standard action Range: Personal Target: You Duration: 24 hours

A shower of sparks, flies off your shoulders, cascading to the ground and clinging to your arms and legs. This spell draws upon the natural reflexes of hunters and prey, giving you the ability to react to danger as more primitive beings might. You gain a +5 resistance bonus on Reflex saves and a +10-foot enhancement bonus to all your speeds. If primal speed is active on you at the same time as primal hunter, primal instinct, or primal senses, you gain uncanny dodge (as the barbarian class feature). If all four of these spells are active on you at the same time, you gain improved uncanny dodge (as the barbarian class feature; your barbarian level for the purpose of being flanked equals your caster level). Special: If you are of the dragonblood subtype (see page 4), you can cast this spell as an immediate action

Rot of Ages[]

(Dragon Magic

Conjuration/Necromancy (Creation Level: Druid 1Sorcerer 1Wizard 1 Components: VS Casting Time: 1 standard action; see text Range: Close (25 ft. + 5 ft./2 levels) Target: One creature Duration: 2 rounds Saving Throw: Fortitude partial Spell Resistance: No

A cloud of rotting plant and animal matter swirls up from the ground around your target, encompassing it in a whirlwind of decay. This spell encompasses your target in a cloud of rotting debris. The target is sickened for 2 rounds. Furthermore, all other creatures are treated as having concealment against the target. A successful Fortitude save negates the sickness, but not the concealment. Nonliving creatures are unaffected by the sickness effect. A living creature already under the effect of rot of ages that fails a save against a second casting of the spell is nauseated (rather than sickened) for as long as both effects last (and then sickened for the remainder of the second spell's duration). Special: A black dragon capable of casting 3rd-level sorcerer spells can cast this spell as a swift action

Soul of Anarchy[]

(Dragon Magic

Transmutation [Chaotic Level: Bard 2Sorcerer 2Wizard 2 Components: VS Casting Time: 1 standard action Range: Personal Target: You Duration: 1 hour

A wreath of crackling energy encircles your body, twisting madly around you before sinking into your skin in an unsettling fashion. This spell infuses your body with energy drawn from the primal forces of chaos. You gain a +5 competence bonus on Escape Artist checks, as well on grapple checks to resist or escape a grapple. Your natural weapons are treated as chaotic-aligned for the purpose of overcoming damage reduction. Regardless of your normal alignment, you are considered chaotic-aligned for the purpose of effects that rely on alignment (such as protection from chaos or chaos hammer). If soul of anarchy and soul of light are active on you at the same time, you gain damage reduction 3/evil or lawful. If soul of anarchy and soul of shadow are active on you at the same time, you gain damage reduction 3/good or lawful. Soul of anarchy counters and dispels soul of order, and vice versa. Special: A chaotic-aligned dragon capable of casting 4th-level sorcerer spells can cast this spell as a swift action

Soul of Light[]

(Dragon Magic

Transmutation [Good Level: Paladin 2Cleric 3 Components: VS Casting Time: 1 standard action Range: Personal Target: You Duration: 1 hour

Bright, clear light sprouts from your body, quickly flaring before fading to a faint white pulse. This spell infuses your body with energy drawn from the Positive Energy Plane, making it easier to repair injuries.

Whenever you cast or are the target of a conjuration (healing) spell, you can choose for the spell to heal a number of extra points of damage equal to twice the spell's level.

If such a spell heals at least 10 points of damage, it also removes the fatigued condition from the target (or reduces exhaustion to fatigue).

If soul of light and soul of anarchy are active on you at the same time, you gain damage reduction 3/evil or lawful.

If soul of light and soul of order are active on you at the same time, you gain damage reduction 3/chaotic or evil.

Soul of light counters and dispels soul of shadow, and vice versa.

Special: A good-aligned dragon capable of casting 5th-level sorcerer spells can cast this spell as a swift action

Soul of Order[]

(Dragon Magic

Transmutation [Lawful Level: Paladin 1Sorcerer 2Wizard 2 Components: VS Casting Time: 1 standard action Range: Personal Target: You Duration: 1 hour

A shimmering field of silver energy flows up your body from your feet to your head, giving your skin a metallic sheen. This spell infuses your body with energy drawn from the primal forces of law. You gain a +2 morale bonus on Will saves made to resist enchantment effects. Your natural weapons are treated as lawful-aligned for the purpose of overcoming damage reduction. Regardless of your normal alignment, you are considered lawful-aligned for the purpose of effects that rely on alignment (such as protection from law or order's wrath). If soul of order and soul of light are active on you at the same time, you gain damage reduction 3/chaotic or evil. If soul of order and soul of shadow are active on you at the same time, you gain damage reduction 3/chaotic or good. Soul of order counters and dispels soul of anarchy, and vice versa. Special: A lawful-aligned dragon capable of casting 4th-level sorcerer spells can cast this spell as a swift action

Soul of Shadow[]

(Dragon Magic

Transmutation [Evil Level: Blackguard 2Cleric 3 Components: VS Casting Time: 1 standard action Range: Personal Target: You Duration: 1 hour

Flecks of darkness whirl in your eyes, and your shadow seems to grow and writhe, echoing darkness within you. This spell infuses your body with energy drawn from the Negative Energy Plane. Whenever you cast or are the target of an inflict spell, you can choose for the spell to deal a number of extra points of damage equal to twice the spell's level. (Only undead casters typically choose for such spells to "deal" extra damage to them). If you cast such a spell that deals at least 10 points of damage to any one target, it also removes the fatigued condition from you (or reduces exhaustion to fatigue). If soul of shadow and soul of anarchy are active on you at the same time, you gain damage reduction 3/good or lawful. If soul of shadow and soul of order are active on you at the same time, you gain damage reduction 3/chaotic or good. Soul of shadow counters and dispels soul of light, and vice versa. Special: An evil-aligned dragon capable of casting 5th-level sorcerer spells can cast this spell as a swift action

Touch of the Blackened Soul[]

(Dragon Magic

Transmutation [Evil Level: Cleric 4Sorcerer 4Wizard 4 Components: VS Casting Time: 1 swift action Range: Personal Target: You Duration: 3 rounds or until ended

Inky black energy flows across your body, dripping to the ground and hissing with corruption everywhere it lands. This spell adds a taint of evil to your magic, granting you special potency against your good-aligned enemies. Your spells gain the evil descriptor. Any spell you cast of 3rd level or lower deals +50% damage to good-aligned creatures. As part of the casting of this spell, if you are a sorcerer you can sacrifice one sorcerer spell slot of 5th to 9th level; doing this increases the maximum level of spells affected by touch of the blackened soul to the level of the sacrificed slot minus 1. For example, if you spend a 4th-level slot to cast the spell and a 5th-level spell slot to augment it, you would deal extra damage to good-aligned creatures with spells of 4th level or lower. Special: An evil-aligned caster of the dragonblood subtype can choose to end this spell's duration by activating protection from good (as the spell, but targeting itself) as a swift action. This effect lasts for the normal duration of protection from good

Trance of the Verdant Domain[]

(Dragon Magic

Enchantment (Compulsion) [Mind-Affecting Level: Hexblade 3Sorcerer 4Wizard 4 Components: VS Casting Time: 1 standard action Range: 30 ft. Target: One creature Duration: Instantaneous Saving Throw: Will negates Spell Resistance: Yes

A halo of green-gold light surrounds you, and then snakes outward into the mind of a nearby foe. You project an instantaneous surge of mental energy that overwhelms a weak-minded foe. The target stops and stares blankly, fascinated for 3 rounds. In addition, any creature under the effect of this spell takes a -2 penalty on saves against mind-affecting effects you create. Special: A green dragon capable of casting 6th-level sorcerer spells can cast this spell as a swift action

Undying Vigor of the Dragonlords[]

(Dragon Magic

Conjuration (Healing Level: Sorcerer 5 Components: V Casting Time: 1 full round Range: Personal Target: You Duration: Instantaneous

A golden ray of light erupts from the ground beneath you, bathing you in a column of healing illumination that dances with yellow flecks. This spell converts arcane spell energy into pure draconic life energy, guiding it to repair damage to your body. You immediately heal 5d6 points of damage. As part of the casting of this spell, you can sacrifice one sorcerer spell slot of up to 9th level; doing this increases the healing by 1d6 points per level of the sacrificed slot. For example, a 10th-level sorcerer who spent two 5th-level spell slots (one to cast the spell and another to enhance it) would heal 10d6 points of damage. This spell does not channel positive energy as divine healing spells do, so it functions the same for undead spellcasters as it does for living casters. Special: If you are of the dragonblood subtype (see page 4), this spell heals an extra 1 point of damage per die rolled

Vision of the Omniscient Eye[]

(Dragon Magic

Divination/Evocation [Light Level: Bard 3Cleric 3Druid 3Sorcerer 3Wizard 3 Components: VS Casting Time: 1 standard action Range: Personal Target: You Duration: 1 minute/level

Your eyes briefly flash with brilliant light, opening your mind to encompass every object nearby. You gain great vision, allowing you to see everything in the surrounding area clearly. You gain a +10 insight bonus on Spot checks and immunity to being dazzled or blinded (if you are already dazzled or blinded, you can see normally for the duration of the spell). Additionally, if you cast this while under the effect of see invisibility, true seeing, or any other spell that allows you to see invisible creatures, you can activate a faerie fire effect (as the spell) on any invisible creature or object within 60 feet as a swift action. Doing this ends the duration of vision of the omniscient eye; the faerie fire effect lasts for 1 minute. Special: A character who learns this spell gains a +1 competence bonus on Spot checks

Wingblast[]

(Dragon Magic

Evocation/Transmutation [Air Level: Druid 3Shugenja 3 (air), Sorcerer 3Wizard 3 Components: VS Casting Time: 1 standard action Range: See text Effect: See text Duration: 1 round/level (D) or until expended; see text Saving Throw: None or Fortitude negates; see text Spell Resistance: No or Yes; see text

Hazy wings of mist form at your sides, bearing you aloft. At your command, the wings transform into a great blast of wind or a cloud of fog. When you cast this spell, large wings of mist—resembling those of a dragon of your choice—form on your back. You can fly at a speed equal to your base land speed (maximum 60 feet) with good maneuverability. You can fly if carrying a medium or heavy load or wearing medium or heavy armor. As a swift action, you can choose to transform the wings into one of the two effects given below. In either case, doing this immediately ends the spell's duration (if you are flying when this occurs, you fall).

  • A 60-foot-long line-shaped gust of severe wind (as the gust of wind spell; a Fortitude save negates the effect and spell resistance applies).
  • A 20-foot-radius cloud of fog centered on you (as the obscuring mist spell; no save or spell resistance applies).

The cloud created lasts for 1 minute==Wreath of Flames== (Dragon Magic

Evocation [Fire Level: Druid 3Sorcerer 3Wizard 3Wu Jen 3 (fire),  Components: VS Casting Time: 1 standard action Range: Personal Target: You Duration: 1 round/level

A burst of white-hot fire springs into existence around you, swirling and twisting dangerously. This spell surrounds you with white-hot flames. At the end of each of your turns, any enemy adjacent to you or sharing your space takes 1d6 points of fire damage. Your melee attacks deal an extra 1d6 points of fire damage. Special: A red dragon capable of casting 5th-level sorcerer spells can cast this spell as a swift action

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