Dragon Magic
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Draconic Races[edit]
Name | Page | Description |
---|---|---|
Silverbrow Humans | 6 | Silver dragons relish humanoid form and enjoy many of the same daily pleasures as humans. Long ago, communities of humans welcomed disguised silver dragons into their villages, not knowing the truth about their new neighbors. In these communities, which were often secluded and small, half-dragon children became common as the dragon visitors married their human friends. The silver progenitors went to great lengths to hide their children from the rest of the world, citing "curses" or "deformities" as an excuse for their physical differences. Despite the occasional discovery, they managed to hide their half-breed offspring long enough to teach them to take humanoid form magically. These children in turn became members of the community, and thus followed generation after generation with the mixed blood of humans and silver dragons. Over time, the overt draconic physical characteristics faded, leaving human-looking children with silver dragon bloodlines. Eventually, the dragons themselves departed these communities, leaving behind a strong draconic heritage in mostly human descendants. Because they exhibit one of the more common physical signs of draconic heritage—a silver streak or highlights in the hair—they came to be known as silverbrow humans. |
Deepwyrm Drow and Half-Drow of Faerûn | 6 | Deep dragons (described in Monsters of Faerûn) are among the most dangerous hunters in the Underdark. Thanks to their ability to assume humanoid form, they frequently interact with other denizens of these shadowy tunnels while posing as drow. In this guise, deep dragons explore dark elf communities and forge powerful alliances, often without the drow realizing the truth about their new partners. In some cases, these relationships produce half-dragon offspring, and these bloodlines have a way of manifesting themselves in later generations as deepwyrm drow. Such drow are typically sinuous in build, with skin that has maroon or purple highlights. |
Fireblood Dwarves | 7 | All dwarves bore into the earth to make their homes, but few dig as deep as the ancient Fireblood clan. Particularly fond of using dormant volcanoes as the entrances to their homes, these dwarves followed volcanic trails and tunnels in search of greater access to the world's depths. Unfortunately, this led to a horrific encounter with a nest of red dragons. Outraged at the intrusion, the greedy dragons enslaved the entire clan of dwarves. Instead of mining gold and gems for the love of beauty and creation, the dwarves now labored for the dragons. Over time, the dwarves of the Fireblood clan began to take on certain aspects that differentiated them from others of their kind. No one knows if this was due to interbreeding with dragons, natural mutation, or a magical effect. The result, however, is an offshoot of the dwarf race singularly adapted to high temperatures—and to battling dragonkind. The Fireblood clan long ago won its freedom, but hatred of red dragons (and by extension, evil dragons in general) still burns in their souls. Descendants of these dwarves intermarried with other dwarf families, spreading the bloodline across many clans. Thus, a modern fireblood dwarf can be born to any dwarf parents. Fireblood dwarves appear much the same as standard dwarves but have dark, red-brown skin. Most are bald and have only the faintest of beards; their close proximity to the flames deep beneath their volcanic homes tends to burn excess hair away. |
Forestlord Elves and Half-Elves | 8 | Like most sylvan races, elves are in tune with the natural world, and this attunement extends to dragonkind as well. In ancient times, certain elf tribes made pacts with powerful green dragons, which in turn used their magic to imbue the elves with strange new abilities. Though the forest lord elves did not worship these evil dragons, the two groups crafted peace accords that remain in force to this day, long after those who forged the treaties died. Any descendant of a forestlord elf (including half-elves) can also be a forestlord elf, even if she never agreed to the ancient pacts. However, the forestlord traits are unpredictable, and no one is ever certain if they will manifest in any given elf or half-elf child. Forestlord elves are easily distinguishable from standard elves by their smooth green skin, similar to the color of a green dragon's scales. Most also have green hair, though it ranges from brown to white on occasion. |
Stonehunter Gnomes | 8 | One of the few races considered to be fast companions of any kind of drake, stonehunter gnomes are the favored people of copper dragons. Since the coppers' love of pranks, mischief, riddles, and puzzles fits in well with the gnomes' outlook on life, it comes as no surprise that the dragons would associate with the smaller race. The gnomes who return this sentiment are known as stonehunters, a moniker derived from the fact that the two races frequently meet to hunt together. In fact, copper dragons often make their lairs beneath stonehunter gnome villages. Over generations, the gnomes grow more dragonlike in appearance, while the dragons become fonder of the mortals. Stonehunter gnomes have very dark skin that rakes on a coppery sheen in the sunlight. They build their homes in rocky hills, close to the favored environment of their dragon allies, and are renowned for their hunting skills and the extravagance of their parties and celebrations. |
Glimmerskin Halflings | 9 | Gold dragons hate injustice and foul play, but few things aggravate them more than the tyranny of the strong over the weak—or the small. When a gold dragon's territory includes or is near a halfling village, the dragon quietly appoints itself the settlement's protector, guarding it from threats too great for the halflings to defeat. Seldom do the villagers learn of the dangers that never come to pass, and even more rarely do they discover the true identity of their guardian. The dragon often walks among its charges, appearing as a traveler, a harmless animal, or a newly arrived halfling seeking to settle in the village. Though any serious relationships that result are short-lived (from the dragon's point of view), the descendants of such couplings bear signs of draconic heritage for many generations. Glimmerskin halflings typically have a warm, golden sheen to their complexion, and their eyes inevitably hold metallic flecks of gold. They commonly display traits of nobility and bravery, standing up against threats of any nature. |
Viletooth Lizardfolk | 9 | Many lizardfolk tribes forge alliances with black dragons because they share similar habitats. Over generations, some tribes come to worship these dragons, and this close relationship often results in a mingling of the bloodlines. The legacy of these dragons still lingers today. In some cases, entire tribes share this bloodline, while in other cases, it manifests randomly among standard lizardfolk. Regardless, these individuals are known as viletooth lizardfolk. Viletooth lizardfolk are thin or even scrawny compared to others of their kind. They always have patches of black scales, and some have hides of pure ebony. Viletooth lizardfolk have large eyes and frequently grow short, curved horns resembling those of their draconic ancestors. |
Sunscorch Hobgoblins | 9 | Hobgoblins often ally with powerful dragons, supplying the drake with treasure and sometimes a lair in exchange for assistance in battle. Of all the chromatic dragons, blue dragons are the most common hobgoblin allies. Their territories often overlap, with the hobgoblins settling in hilly or broken lands adjoining deserts controlled by blue dragons, and both races recognize that alliances are more productive than rivalries. Mighty blues often "adopt" a nearby tribe of hobgoblins, while stories tell of tribes that raise wyrmling blue dragons to adulthood over many generations. Although physical relationships between the two races are unusual, the priests of the Sunscorch tribe of hobgoblins developed divine rituals that allowed them to take on draconic characteristics. The original tribe has long since disappeared, but the traits created by these rituals linger in the hobgoblin race. The birth of a sunscorch hobgoblin is considered a powerful omen, though whether it bodes great fortune or ill tidings depends on how threatened the tribe leaders feel about the new arrival. Sunscorch hobgoblins appear much like their fellows, except for their brilliant azure eyes. They display exceptional cunning and patience, but often share the vanity of blue dragons. They have a natural love of power: when a sunscorch hobgoblin isn't leading a warband or tribe, he is likely the voice of wisdom behind its leader. |
Frostblood Orcs and Half-Orcs | 10 | Hailing from the frigid north and among the most savage of warriors, frostblood orcs trace their origins to barbarian hunters who both revered and hunted white dragons. In ancient times, some primitive orc tribes considered white dragons to be the supreme prey in the brutal frostfell of their homeland, valued highly due to the scarceness of other bounty. When scouts spotted a white dragon, the tribes' fiercest warriors gathered for hunting expeditions that lasted for weeks or months at a time, after which they would return home with the dragon carcass—or wouldn't return at all. Victorious warriors carried out rituals in which they drank the blood of the white dragon they killed, a process that somehow altered their race over generations and imbued them with the essence of the very creatures they hunted. Some half-orcs also display these traits. Modern frostblood orcs still hail from the north but have since joined the rest of civilization, if only outlanders. They have pale white skin and catlike eyes, with stringy white or gray hair that grows quickly. |
Draconic Class Features[edit]
Name | Page | Description |
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Aspect of the Dragon | 11 | Most druids revere animals as emblems of the natural world, but a few consider dragons even more deserving of their attention. Those who feel this way show their respect by mimicking physical or mental aspects of dragonkind instead of taking the forms of lesser creatures. |
Breathstealer | 11 | Rogues are among the best dragon hunters in the world, and they have developed a special attack to counter the powerful signature ability of these great beasts. Any rogue who expects to face dragons is advised to select this class feature. |
Draconic Fist | 12 | Monks who follow the Way of the Draconic Fist seek to harness their inner ki just as dragons harness their innate magical ability. While you give up versatility in combat, the ability to add energy to your unarmed strikes makes them more potent against a wide range of foes. |
Dragonscale Husk | 12 | Any warrior knows that skill in battle isn't enough; you must also guard against the attacks of your enemies. A well-forged suit of armor can mean the difference between life and death, but a warrior whose very body is his armor has an immediate advantage. Those who have the blood of dragons running in their veins can gain this benefit. |
Drakken Familiar | 12 | Arcane spellcasters, even those who don't claim the blood of dragons as their own, often have a special link with dragonkind. One manifestation of this link is the caster's familiar, which can take on draconic characteristics. |
Drakkensteed Mount | 13 | Paladins who revere dragons or draconic deities, though few in number, sometimes summon dragon-descended beasts known as drakkensteeds (see page 113) to serve as their special mounts. Unlike a standard warhorse, unicorn, or other special mount used by paladins, drakkensteeds are more than just outstanding members of mundane races—they are nearly legendary beasts seen by few and mastered by even fewer. |
Favored of Bahamut/Tiamat | 13 | Although humanoid worshipers of draconic gods are unusual, their numbers are growing. No one knows whether these deities have taken an active hand in gifting lesser creatures with divine blessings, or whether the ranks of the faithful swell only by chance. Either way, those who serve Bahamut or Tiamat as divine emissaries can manifest draconic abilities and sorcerous powers, much to the surprise of their enemies. |
Inspire Awe | 13 | Though occasionally derided as the "weak cousin" of the sorcerer, a bard can tap into a fragment of the same draconic power that fuels sorcerer magic. A bard who learns this ability no longer inspires courage in his allies, but instead creates fear in those who oppose him. |
Phynxkin Companion | 13 | A druid or ranger who adventures in regions rich with draconic influence can gain an alternative animal companion, a phynxkin (see page 116), that serves him as loyally as any other animal companion would. |
Rebuke Dragons | 14 | Though the destruction (or control) of undead is common to many divinely oriented characters, the deities also recognize the ancient power of the dragons as a primal force. Some reward their followers with the ability to instill such creatures with awe or command them as minions. |
Uncanny Bravery | 14 | Many barbarian tribes revere dragons, while others see them as akin to natural disasters. Regardless, some barbarians learn to steel themselves against the bloodcurdling fear that these great beasts can create in weak-minded targets. |
Dragon Aspirants[edit]
Name | Page | Description |
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Dragonfire Adept | 24 | Whether they are bold champions defending the weak and downtrodden, or merciless raiders seeking might and riches, dragonfire adepts are imposing figures who command the magic of dragonkind. Able to call upon a dragon's fiery breath and augment themselves with spell-like abilities, dragonfire adepts have access to powers normally beyond the reach of humanoids. |
Diamond Dragon | 30 | Not all draconic secrets are about magic. In addition to the well-known chromatic and metallic true dragons, there are the gem dragons. Clinging more closely to neutrality, these beasts of crystal and thought are masters of the powers of the mind, rather than of arcane forces. Much as sages believe the better-known dragons were the first to harness arcane magic, psionic scholars think the gem dragons were the first to unlock the vast potential of the mind. The boldest of them study the link between gem dragons and psionics, learning to tap into what they refer to as the "draconic psionic collective." They see themselves as drawing power from psionic dragon energy and call themselves diamond dragons, after the rarest of gemstones. |
Dragon Descendant | 34 | A secretive monastic order, dragon descendants tap into the power of their draconic heritage to call on their ancestors in times of need. Then they fight in synthesis with the spirit of a long-dead dragon that bolsters both offense and defense. |
Dragon Lord | 38 | A dragon lord is the general at the head of an army, the emperor at the helm of an empire, or the warleader who dominates a battlefield. He learns much from dragons, modeling his philosophy and strategies alter the powerful creatures with great success. Dragon lords strike fear into the hearts of all who cross their path and use brilliant combat tactics that mirror those of the true dragons. In many legends, a dragon lord is the spirit of a dead dragon reborn into a different body, slowly awakening over time and coming to realize the power of its former self. |
Hand of the Winged Masters | 43 | Dragons often need expert servants to be their eyes, ears, and hands in humanoid society. A hand of the winged masters has dedicated his life to the service of a single dragon or to a group of dragons united in a common cause. A dragon master becomes the political and spiritual leader for the hands, gaining their total loyalty. This service rises above obedience to country, church, family, or friend. Usually, the hands act as spies and informants, but when needed, they can also be saboteurs and killers. |
Pact-Bound Adept | 46 | Pact-bound adepts are sorcerers who have learned to transcend their beliefs about spells and magic and embrace arcane power as dragons do. They focus their innate connection to magic, becoming more like dragons in the way they cast spells. A pact-bound adept opens herself to the raw magical energy that flows just out of reach of other humanoid casters and becomes a conduit for that power. Most pact-bound adepts can perform incredible feats of magical prowess, growing beyond the bounds of what some spellcasters consider possible and moving into the realm of dragon sorcery. |
Swift Wing | 34 | Many churches use analogy and allegory to describe the traits of their deities, as well as the proper attitude their faithful should maintain. It's not unusual for these analogies to compare crusading gods and their clerics to elements of dragonkind. After all, dragons are formidable creatures considered by many to be symbols of deific power. In a few churches, the use of allegory becomes so strong that certain worshipers actually begin to refer to the church itself as a holy dragon, and to themselves as parts of that dragon. Swift wings are church servants who see themselves as the fast-moving, hard-hitting crusaders of their god's cadre of worshipers. |
Wyrm Wizard | 34 | Wyrm wizards are spellcasters who learn new spells not through research and experimentation but rather by tapping into the vast wealth of arcane knowledge possessed by dragons. Like many other wizards, wyrm wizards spend a great deal of time perfecting their spellcasting techniques, though most of their spells are based on the teachings of friendly dragons. A wyrm wizard and his dragon mentor might spend weeks or months in seclusion, discussing the finer points of spell manipulation or exploring new concepts. Unlike many others who interact with dragons, wyrm wizards also act as comrades to spellcasting dragons, providing insight into magic that the creature might not otherwise possess. |
Feats[edit]
Name | Page | Description |
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Armor of Scales | 15 | You imbue a target with the protection of a dragon's hide. |
Black Dragon Lineage | 15 | You have attuned yourself to your black dragon ancestry and can poison foes with your touch. |
Blue Dragon Lineage | 15 | You have learned to harness the powers of your blue dragon ancestry and can hurl orbs of lightning. |
Brass Dragon Lineage | 16 | You have unlocked the power of your brass dragon ancestry and can put foes to sleep with ease. |
Bronze Dragon Lineage | 16 | You have tapped into your bronze dragon blood and can channel arcane energy to repel foes. |
Copper Dragon Lineage | 16 | You have learned to channel the powers of your copper dragon ancestry to hinder your enemies' mobility. |
Double Draconic Aura | 16 | You can project two draconic auras simultaneously. |
Draconic Armor | 16 | You learn to block damage from successful attacks, lessening the blows with spell energy. |
Draconic Aura | 16 | You can tap into the raw power of dragons to create a variety of potent auras around you. |
Draconic Heritage | 17 | You have a greater connection with your draconic bloodline than others of your kind. |
Draconic Knowledge | 17 | Your draconic blood lets you access ancient draconic knowledge. |
Draconic Senses | 17 | Your draconic blood grants you great sensory powers. |
Draconic Vigor | 17 | You gain some of the vitality of your draconic ancestry when casting spells. |
Dragonfire Assault | 17 | You can augment your most powerful melee attacks with draconic power. |
Dragonfire Channeling | 17 | You channel draconic fire through your holy symbol. |
Dragonfire Inspiration | 17 | You can channel the power of your draconic ancestry into the attacks of your allies. |
Dragonfire Strike | 18 | You can call upon your innate draconic power to augment certain weapon attacks. |
Dragontouched | 18 | You have a trace of draconic power, a result of dragons in your ancestry or a spiritual connection between you and the forces of dragonkind. |
Gold Dragon Lineage | 19 | You can harness the legacy of your gold dragon ancestry to protect your allies. |
Green Dragon Lineage | 19 | Your link to your green dragon ancestors allows you to weaken the wills of others. |
Heart of Dragons | 19 | You imbue your allies with draconic power. |
Initiate of Aasterinian | 20 | You live for the moment, reveling in new experiences without fear of consequence. |
Initiate of Astilabor | 20 | You share your deity's desire to acquire and protect treasure, and she has recognized this by granting you an edge in achieving these goals. |
Initiate of Bahamut | 20 | The Platinum Dragon has entrusted you with great power in the battle against evil. |
Initiate of Falazure | 20 | Your celebration of death and decay has opened up new magical secrets involving the living and undead. |
Initiate of Garyx | 20 | You channel the cleansing fire of destruction, as wielded by your deity. |
Initiate of Hlal | 21 | Fueled by faith in your deity, your audacity and bravery truly know no bounds. |
Initiate of Io | 21 | You Your deity has entrusted you with the responsibility of tending to dragonkind. |
Initiate of Lendys | 21 | Your dedication to justice grants you the ability to ferret out and punish wrongdoers. |
Initiate of Tamara | 21 | You wield the twin powers of mercy and death in service to your draconic patron. |
Initiate of Tiamat | 21 | Your homage to the creator of evil dragonkind has been rewarded with physical and mental power. |
Red Dragon Lineage | 21 | The fiery blood of red dragons runs within your veins, allowing you to produce flames from thin air. |
Silver Dragon Lineage | 22 | You are the descendant of silver dragons and can harness your ancestors' power to paralyze your opponents. |
Slayer of Dragons | 22 | You protect your allies from the ravages they are sure to lace while hunting dragons. |
White Dragon Lineage | 22 | Your veins run with the savage blood of white dragons, allowing you to whip yourself into a ragelike state. |
Words of Draconic Power | 22 | You leap into the great tradition of draconic magic to enhance the words of your allies. |
Spells[edit]
Page | Class | Level | Name | Description |
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61 | Assassin | 4th | Ferocity of Sanguine Rage | Gain bonus on melee damage rolls and one use of True Strike. |
61 | Bard | 2nd | Soul of Anarchy | Gain +5 on Escape Artist checks and grapple checks to avoid being grappled, your natural weapons are chaotic-aligned, and you are treated as being chaotic-aligned for adjudicating effects. |
61 | Bard | 3rd | Adoration of the Frightful | Make fearful creatures friendly to you. |
61 | Bard | 3rd | Vision of the Omniscient Eye | Gain +10 bonus on Spot checks, immunity to being dazzled or blinded, and one use of faerie fire. |
61 | Blackguard | 2nd | Soul of Shadow | Inflict spells cast by or on you have greater effect. |
61 | Cleric | 3rd | Adoration of the Frightful | Make fearful creatures friendly to you. |
61 | Cleric | 3rd | Soul of Light | Healing spells cast by or on you have greater effect. |
61 | Cleric | 3rd | Soul of Shadow | Inflict wounds spells cast by or on you have greater effect. |
61 | Cleric | 3rd | Vision of the Omniscient Eye | Gain +10 bonus on Spot checks, immunity to being dazzled or blinded, and one use of faerie fire. |
61 | Cleric | 4th | Mark of the Enlightened Soul | Spells gain the good descriptor and deal extra damage to evil creatures. |
61 | Cleric | 4th | Touch of the Blackened Soul | Spells gain the evil descriptor and deal extra damage to good creatures. |
61 | Cleric | 6th | Eyes of the Oracle | Gain +2 bonus to AC and on Reflex saves; ready one extra action. |
61 | Druid | 1st | Path of Frost | Create a frozen path on the ground that slows movement and deals cold damage. |
61 | Druid | 1st | Rot of Ages | Cloud of rotting debris sickens or nauseates one creature, provides concealment for others. |
61 | Druid | 2nd | Primal Hunter | Gain a +5 bonus on Climb, Jump, and Swim checks. |
61 | Druid | 3rd | Primal Instinct | Gain a +5 bonus on initiative checks and Survival checks. |
61 | Druid | 3rd | Vision of the Omniscient Eye | Gain +10 bonus on Spot checks, immunity to being dazzled or blinded, and one use of faerie fire. |
61 | Druid | 3rd | Wingblast | Create wings that can transform into a gust of wind or obscuring mist. |
61 | Druid | 3rd | Wreath of Flames | Flames around you deal 1d6 damage to adjacent foes; your melee attacks deal +1d6 fire damage. |
61 | Druid | 4th | Passage of the Shifting Sands | Become a swirling sand cloud; gain one use of gust of wind. |
61 | Druid | 4th | Primal Senses | Cain low-light vision and a +5 bonus on Listen and Spot checks. |
62 | Druid | 6th | Call of the Twilight Defender | Summon a twilight guardian to fight for you. |
62 | Druid | 6th | Primal Speed | Gain a +5 bonus on Reflex saves and a +10-ft. bonus to speed. |
62 | Druid | 7th | Haze of Smoldering Stone | Volcanic stones deal 4d6 bludgeoning and 8d6 fire damage in a 60-ft. cone. |
62 | Hexblade | 2nd | Adoration of the Frightful | Make fearful creatures friendly to you. |
62 | Hexblade | 3rd | Trance of the Verdant Domain | Fascinate a single foe for 3 rounds, and make target vulnerable to your mind-affecting abilities. |
62 | Paladin | 1st | Soul of Order | Gain +2 on Will saves to resist enchantments, your natural weapons are lawful-aligned, and you are treated as being lawful-aligned for adjudicating effects. |
62 | Paladin | 2nd | Soul of Light | Healing spells cast by or on you have greater effect. |
62 | Ranger | 1st | Primal Hunter | Gain a +5 bonus on Climb, Jump, and Swim checks. |
62 | Ranger | 2nd | Primal Instinct | Gain a +5 bonus on initiative checks and Survival checks. |
62 | Ranger | 3rd | Primal Senses | Cain low-light vision and a +5 bonus on Listen and Spot checks. |
62 | Ranger | 4th | Primal Speed | Gain a +5 bonus on Reflex saves and a +10-ft. bonus to speed. |
Page | Class | Level | Element/School | Name | Description |
---|---|---|---|---|---|
62 | Shugenja | 3rd | Air | Wingblast | Create wings that can transform into a gust of wind or obscuring mist. |
62 | Shugenja | 5th | Air | Lord of the Sky | Gain flight and one use of
lightning bolt; slow airborne creatures. |
62 | Sorcerer/Wizard | 1st | Conj | Rot of Ages | Cloud of rotting debris sickens or nauseates one creature, provides concealment for others. |
62 | Sorcerer/Wizard | 1st | Div | Detect Dragonblood | Detect dragons and dragonblooded creatures within 60 ft. |
62 | Sorcerer/Wizard | 1st | Necro | Rot of Ages | Cloud of rotting debris sickens or nauseates one creature, provides concealment for others. |
62 | Sorcerer/Wizard | 1st | Trans | Hoard Gullet | Gain a second stomach to store objects in, similar to a bag of holding. |
62 | Sorcerer/Wizard | 1st | Trans | Path of Frost | Create a frozen path on the ground that slows movement and deals cold damage. |
62 | Sorcerer | 2nd | Trans | Magic of the Dragonheart | Enhance the benefits of your draconic feats.
|
62 | Sorcerer | 2nd | Trans | Primal Hunter | Gain a +5 bonus on Climb, Jump, and Swim checks. |
62 | Sorcerer/Wizard | 2nd | Trans | Soul of Anarchy | Gain +5 on Escape Artist checks and grapple checks to avoid being grappled, your natural weapons are chaotic-aligned, and you are treated as being chaotic-aligned for adjudicating effects. |
62 | Sorcerer/Wizard | 2nd | Conj | Soul of Order | Gain +2 on Will saves to resist enchantments, your natural weapons are lawful aligned, and you are treated as being lawful aligned for adjudicating effects. |
62 | Sorcerer/Wizard | 2nd | Univ | Dragoneye Rune | Create an invisible draconic mark on an object or creature. |
62 | Sorcerer/Wizard | 3rd | Div | Vision of the Omniscient Eye | Gain +10 bonus on Spot checks, immunity to being dazzled or blinded, and one use of faerie fire. |
62 | Sorcerer/Wizard | 3rd | Div | Ferocity of Sanguine Rage | Gain bonus on melee damage rolls and one use of true strike. |
62 | Sorcerer/Wizard | 3rd | Ench | Adoration of the Frightful | Make fearful creatures friendly to you. |
62 | Sorcerer/Wizard | 3rd | Evoc | Vision of the Omniscient Eye | Gain +10 bonus on Spot checks, immunity to being dazzled or blinded, and one use of faerie fire. |
62 | Sorcerer/Wizard | 3rd | Evoc | Wingblast | Create wings that can transform into a gust of wind or obscuring mist. |
62 | Sorcerer/Wizard | 3rd | Evoc | Wreath of Flames | Flames around you deal 1d6 damage to adjacent foes; your melee attacks deal +1d6 fire damage. |
62 | Sorcerer/Wizard | 3rd | Trans | Ferocity of Sanguine Rage | Gain bonus on melee damage rolls and one use of true strike. |
62 | Sorcerer/Wizard | 3rd | Trans | Least Dragonshape | Take the form of a pseudodragon. |
63 | Sorcerer | 3rd | Trans | Primal Instinct | Gain a +5 bonus on initiative checks and Survival checks. |
63 | Sorcerer/Wizard | 3rd | Trans | Wingblast | Create wings that can transform into a gust of wind or obscuring mist. |
63 | Sorcerer/Wizard | 4th | Conj | Firestride Exhalation | Deal 8d6 points of fire damage in 30-ft. cone, and teleport anywhere within the area. |
63 | Sorcerer/Wizard | 4th | Ench | Trance of the Verdant Domain | Fascinate a single foe for 3 rounds, and make target vulnerable to your mind-affecting abilities.
|
63 | Sorcerer/Wizard | 4th | Evoc | Firestride Exhalation | Deal 8d6 points of fire damage in 30-ft. cone, and teleport anywhere within the area. |
63 | Sorcerer/Wizard | 4th | Evoc | Passage of the Shifting Sands | Become a swirling sand cloud; gain one use of gust of wind. |
63 | Sorcerer/Wizard | 4th | Necro | Curse of the Elemental Lords | Bestow a curse on enemies, making them more susceptible to your energy damage. |
63 | Sorcerer/Wizard | 4th | Trans | Mark of the Enlightened Soul | Spells gain the good descriptor and deal extra damage to evil creatures. |
63 | Sorcerer/Wizard | 4th | Trans | Passage of the Shifting Sands | Become a swirling sand cloud; gain one use of gust of wind. |
63 | Sorcerer | 4th | Trans | Primal Senses | Gain low-light vision and a +5 bonus on Listen and Spot checks. |
63 | Sorcerer/Wizard | 4th | Trans | Touch of the Blackened Soul | Spells gain the evil descriptor and deal extra damage to good creatures. |
63 | Sorcerer | 5th | Conj | Undying Vigor of the Dragonlords | Heal yourself of 5d6 or more points of damage. |
63 | Sorcerer/Wizard | 5th | Evoc | Lord of the Sky | Gain flight and one use of lightning bolt; slow airborne creatures. |
63 | Sorcerer/Wizard | 5th | Trans | Form of the Desert Hunter | Take the form of a dragonne. |
63 | Sorcerer/Wizard | 5th | Trans | Lord of the Sky | Gain flight and one use of lightning bolt; slow airborne creatures. |
63 | Sorcerer/Wizard | 6th | Conj | Call of the Twilight Defender | Summon a twilight guardian to fight for you. |
63 | Sorcerer/Wizard | 6th | Div | Eyes of the Oracle | Gain +2 bonus to AC and on Reflex saves; ready one extra action. |
63 | Sorcerer/Wizard | 6th | Evoc | Haze of Smoldering Stone | Volcanic stones deal 4d6 bludgeoning and 8d6 fire damage in a 60- foot cone. |
63 | Sorcerer/Wizard | 6th | Trans | Lesser Dragonshape | Take the form of a Large red dragon. |
63 | Sorcerer | 6th | Trans | Primal Speed | Gain a +5 bonus on Reflex saves and a +10-ft. bonus to speed.
|
63 | Sorcerer/Wizard | 7th | Abj | Justice of the Wyrm King | Create a field of arcane force that deals 4d6 damage to melee attackers. |
63 | Sorcerer/Wizard | 7th | Abj | Kiss of Draconic Defiance | Hinder nearby spellcasters; counter one spell automatically. |
63 | Sorcerer/Wizard | 7th | Evoc | Glorious Master of the Elements | Channel acid, cold, electricity, or fire damage into ranged touch attacks. |
63 | Sorcerer | 7th | Trans | Aspect of the Platinum Dragon | Take the form of an aspect of Bahamut. |
63 | Sorcerer/Wizard | 7th | Univ | Arcane Spellsurge | Reduce the casting time of your arcane spells. |
63 | Sorcerer/Wizard | 8th | Ench | Mind of the Labyrinth | Confuse enemies who try to affect your mind; dominate one such attacker. |
63 | Sorcerer | 8th | Trans | Aspect of the Chromatic Dragon | Take the form of an aspect of Tiamat. |
63 | Sorcerer/Wizard | 9th | Evoc | Burst of Glacial Wrath | Freeze nearby creatures, turning them into solid blocks of ice. |
63 | Sorcerer/Wizard | 9th | Trans | Burst of Glacial Wrath | Freeze nearby creatures, turning them into solid blocks of ice. |
63 | Wu Jen | 3rd | All | Dragoneye Rune | Create an invisible draconic
mark on an object or creature. |
63 | Wu Jen | 3rd | Fire | Wreath of Flames | Flames around you deal 1d6 damage to adjacent foes; your melee attacks deal +1d6 fire damage. |
63 | Wu Jen | 4th | Fire | Firestride Exhalation | Deal 8d6 points of fire
damage in 30-ft. cone, and teleport anywhere within the area. |
63 | Wu Jen | 6th | All | Eyes of the Oracle | Gain +2 bonus to AC and on Reflex saves; ready one extra action. |
63 | Wu Jen | 6th | Fire | Haze of Smoldering Stone | Volcanic stones deal 4d6 bludgeoning and 8d6 fire damage in a 60-ft. cone. |
63 | Wu Jen | 7th | All | Arcane Spellsurge | Reduce the casting time of
your arcane spells. |
63 | Wu Jen | 7th | All | Channel the Dragon | Gain breath weapon and
resistance or damage reduction, depending on your favored element. |
Powers[edit]
Page | Class | Level | Name | Description |
---|---|---|---|---|
75 | Psion/Wilder | 1st | Channel the Psychic Dragon | Gain bonus on skill checks and resistance based on chosen gem dragon. |
75 | Psion/Wilder | 2nd | Amethyst Burst | Deal 2d6 force damage in 20-ft.-radius spread. |
75 | Psion/Wilder | 4th | Gemstone Breath | Gain breath weapon usable each round based on chosen gem dragon. |
75 | Psion/Wilder | 5th | Crystal Body | Your body becomes living crystal. |
75 | Psychic Warrior | 1st | Channel the Psychic Dragon | Gain bonus on skill checks and resistance based on chosen gem dragon. |
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