(c) 2006 by Wizards of the Coast, Inc.
Entered by BI.
1.01 - minor changes (RTA, Att, foot, etc.)
Doesn't include Dragonblood Cleric, Dragonblood Sorcerer and Spellscale Bard substitution levels, nor does Draconic Legacy Feat
FYI:
Spellcasting abilities for
Dragonblood Cleric:
1st Same as cleric
5th 1 less 3rd-level spell (in exchange for Energy barrier)
9th 1 less 5th-level spell (in exchange for Energy sustenance)
Dragonblood Sorcerer:
1st Same as sorcerer
4th spell-like ability (losing a spell known + losing a spell slot apropriate to that spell and a spell slot 1 level higher = got that spell as a spell-like ability 3/day. This spell can be changed each new level while must change the losing spell and spellslots)
7th bonus spells known (Evil: 1st-charm person, 2nd-darkness, resist energy, 3rd-suggestion, Good : 1st-bless, 2nd-fog cloud, resist energy, 3rd -fly, Neutral: None)
Spellscale Bard
1st Same as bard
3rd Same as bard
6th 1 less 2nd-level spell (in exchange for Superior suggestion)
DRACONIC LEGACY [DRACONIC]
You have realized greater arcane power through your draconic heritage.
Prerequisites: Any four draconic feats.
Benefit: Based on your draconic heritage, add the spells noted on the accompanying table (RcDrn 103) to your list of spells known. Each spell is added at the spell level where a spellcaster normally gains it unless otherwise indicated.
Special: With your DM?s permission, you can choose a draconic legacy associated with a kind of dragon not found in the Monster Manual. See the table on page 103 for details.
Create Trap
Conjuration
1 rd.
Medium
12 hours
One trap, 5' sq trigger area
Verbal
Somatic
Material
0
0
0
None
0
0
false
You create a CR1 trap: basic arrow trap, fusillade of darts, scything blade trap or spear trap. Material comp: A miniature bronze gear.
Essence of the Dragon
Transmutation
1a
Touch
= CasterLevel & " min"
Willing living creature touched
Somatic
Material
0
0
0
None
0
112
false
You confer the dragon type on the touched creature. That creature counts as a dragon for the purpose of spell effects, magic item wielder requirements, favored enemy bonuses, and other factors that depend on a creature's type: becomes immune to magic sleep and paralysis effects and ignores the frightful presence of dragons, receives darkvision out to 60' and low-light vision. It is also now vulnerable to harmful effects that specify dragons, such as dragon bane weapons. Material Component: A drop of blood from a dragon or dragon-descended creature.
Ghostly Reload
Transmutation
1a
Touch
1 hour or until expended
Hand, light or heavy crossbow
Verbal
Somatic
Focus
0
0
0
None
0
113
false
="Shimmering ghostly hands pull your crossbow's string back into the catch as you prepare to fire another bolt. Ghostly reload pulls the string of a hand crossbow or light crossbow into place " & Min(CasterLevel,10) & " times and the string of a heavy crossbow into place " & Min(Int(CasterLevel/2),5) & " times. This spell allows the crossbow's wielder to fire a light crossbow or heavy crossbow as a standard action and move in the same round. If the character benefits from a high BAB, the crossbow can be fired multiple times as a full Att, but only if ghostly reload can be applied to each Att in that round. Focus: A crossbow."
Ghostly Tail
Evocation
Force
1a
Personal
= CasterLevel & " hr"
Evoked Tail
Verbal
Somatic
0
0
0
None
0
113
false
="You evoke a partially translucent, scaled tail that can Att foes that are vulnerable to AoO. If you have not already taken your allowed number of AoO in the round, your evoked dragon's tail Att the target with a MTA, dealing 2d6 points of damage on a successful hit. Special: A dragonblooded character, or a character with the dragon type, deals extra "& Min(CasterLevel,20) &" damage with a ghostly tail."
Gnome Blight
Conjuration
Creation
1a
Medium
= CasterLevel & " rd"
Cloud spreads in 20' radius, 20' high
Verbal
Somatic
Material
0
0
0
="Fort " & SaveDC & " neg"
0
113
true
Gnome blight creates a thick cloud of agonizingly itchy pollen similar to that created by fog cloud, except that the pollen is sickening. Living creatures in the cloud become sickened. This condition lasts as long as a creature is in the cloud and for 1d4+1 rounds after it leaves. (Roll separately for each sickened individual.) Any creature that succeeds on its save but remains in the cloud must continue to save each round on your turn. Creatures with sensitive olfactory senses (such as gnomes or creatures with the scent ability) take a -4 penalty on their saving throws.
Material Component: Flower pollen and ground mandrake root.
Hoard Life
Conjuration
Healing
1 min.
Touch
= CasterLevel & " hr"
You
Verbal
Somatic
Focus
0
0
0
None
0
113
false
="When you cast this spell, you deal " & CasterLevel*2 & "nonlethal damage to yourself, and you become fatigued. (If you are immune to nonlethal damage, this spell automatically fails.) At any point during the spell's duration, you can use a standard action while holding the gem to heal yourself of an amount of damage equal to the nonlethal damage the spell dealt to you. This healing can't cause you to exceed your full normal HPs; any healing in excess of this amount is lost. Triggering this effect ends the spell's duration (so you can't portion out the healing over multiple uses). Triggering the healing does not provoke AoO. If the spell's duration elapses before you have triggered the healing, you gain no benefit from the spell. Casting this spell a second time automatically ends the duration of any previous casting of the spell that you have performed. Focus: A gem worth at least 50 gp. Special: A dragonblooded character, or a character with the dragon type, casts this spell at +1 caster level."
Instant Diversion
Illusion
Figment
1sw.
Personal
1 rd.
You
Verbal
Somatic
0
0
0
None
0
113
false
="You create " & Min(5,1+Int(CasterLevel/4)) & " doubles. You are then free to go elsewhere while your doubles move away in a manner of your choosing (move, withdraw, or run). The doubles move at your speed and can emit minor sounds such as footsteps or metal clanking. Any successful Att against an illusory double destroys it. A double's AC is 10 + your size modifier + your DEX modifier. Figments seem to react normally to area spells (such as looking as though they are burned or dead after being hit by a fireball)."
Local Tremor
Evocation
Earth
1a
30'
= CasterLevel & " min"
30' line
Verbal
Somatic
0
0
0
="Ref " & SaveDC & " neg"
0
114
false
="Immediately upon completion of the casting of this spell and as often as once per round thereafter, you can cause the ground to shake along a 30' line. You can produce " & Min(CasterLevel,5) & " tremors. The tremors begin at your location and extend in the direction you indicate; any creature caught standing within the area must make a Reflex save or fall prone. A spellcaster caught standing on one of these squares must make a Concentration check (DC 20 + spell level) or lose any spell that was being attempted. Calling up a new tremor in any round after the spell has been cast requires a standard action."
Manifest Dragon Heritage
Conjuration
Creation
1 rd.
Close
= CasterLevel & " rd [d]"
Verbal
Somatic
0
0
0
None
0
114
false
="A wyvern springs forth from your body. It appears where you designate and acts immediately, on your turn. It Att your opps to the best of its ability. You must be able to speak Draconic to communicate with the wyvern, or have some form of telepathic communication that does not require a shared language. If you can communicate with the wyvern, you can direct it not to Att, to Att particular enemies, or to perform other actions. The conjured creature gains " & CasterLevel*2 & " bonus HPs. If it is killed, the caster takes 2d6 points of damage."
Manifest Dragon Heritage, Gr.
Conjuration
Creation
1 rd.
Close
= CasterLevel & " rd [d]"
Verbal
Somatic
0
0
0
None
0
114
false
="A dragon turtle springs forth from your body. It appears where you designate and acts immediately, on your turn. It Att your opps to the best of its ability. You must be able to speak Draconic to communicate with the dragon turtle, or have some form of telepathic communication that does not require a shared language. If you can communicate with the dragon turtle, you can direct it not to Att, to Att particular enemies, or to perform other actions. The conjured creature gains " & CasterLevel*2 & " bonus HPs. If it is killed, the caster takes 2d6 points of damage."
Mighty Wallop
Transmutation
1a
Touch
= CasterLevel & " min"
Verbal
Somatic
Focus
0
0
0
None
0
114
false
Mighty wallop increases the damage of a bludgeoning melee weapon by one size category without increasing the dimensions or weight of the weapon. (For a Medium or larger weapon, refer to Table 2-2: Increasing Damage by Weapon Size (DMG 28). For a Small or smaller weapon refer to Table 2-3: Decreasing Weapon Damage by Size (DMG 28). Focus: A bludgeoning melee weapon.
Mighty Wallop, Greater
Transmutation
1a
Touch
= CasterLevel & " hr"
Verbal
Somatic
Focus
0
0
0
None
0
115
false
="Mighty wallop increases the damage of a bludgeoning melee weapon by " & Min(Int(CasterLevel/4),5) & " size category or up to an effective size of Colossal. For a Medium or larger weapon, refer to Table 2-2: Increasing Damage by Weapon Size (DMG 28). For a Small or smaller weapon refer to Table 2-3: Decreasing Weapon Damage by Size (DMG 28). Focus: A bludgeoning melee weapon."
Peaceful Serenity of Io
Abjuration
1a
Close
10 min.
1+1cr./4 lev, no 2>30'
Verbal
0
0
0
="Will " & SaveDC & " neg (h)"
0
115
true
="You fill " & 1+Int(CasterLevel/4) & " creature (no 2 > 30') with the peacefulness and balance of Io's great Song, granting them a +4 morale bonus on Concentration checks, and saves against compulsions and fear effects for 10 minutes. If the subject is under the influence of compulsion or fear effects when receiving the spell, those effects are suppressed for the duration of the spell."
Power Word Deafen
Enchantment
Compulsion
Mind
1a
Close
See text
1 living cr. with 100 hp or less
Verbal
0
0
0
None
0
115
true
You utter a single word of power that instantly causes one creature of your choice to become deafened, whether the creature can hear the word or not.The duration of the spell depends on the target's current HP total, as shown below.
HitPoints Duration
25 or less Permanent
26-50 1d4+1 min.
51-100 1d4+1 rd.
Power Word Disable
Enchantment
Compulsion
Mind
1a
Close
Inst.
1 living cr. with 50 hp or less
Verbal
0
0
0
None
0
115
true
You utter a single word of power that instantly reduces the HPs of one creature of your choice to 0. Any creature that currently has 51 or more HPs is unaffected by power word disable.
Power Word Distract
Enchantment
Compulsion
Mind
1a
Close
Inst.
1 living cr. with 150 hp or less
Verbal
0
0
0
None
0
115
true
You utter a single word of power that instantly causes one creature of your choice to become briefly distracted, whether the creature can hear the word or not. The creature is treated as flat-footed until its next turn. Any creature that currently has 151 or more HPs is unaffected by power word distract.
Power Word Fatigue
Enchantment
Compulsion
Mind
1a
Close
See text
1 living cr. with 100 hp or less
Verbal
0
0
0
None
0
115
true
You utter a single word of power that instantly causes one creature of your choice to become fatigued, whether the creature can hear the word or not. (A fatigued creature instead becomes exhausted for the spell's duration, then reverts to being fatigued.) The duration of the spell depends on the target's current HP total, as shown below.
HitPoints Duration
25 or less 1d4+1 hr.
26-50 1d4+1 min.
51-100 1d4+1 rd.
Power Word Maladorit
Enchantment
Compulsion
Mind
1a
Close
See text
1 living cr. with 75 hp or less
Verbal
0
0
0
None
0
116
true
You utter a single word of power that instantly causes one creature of your choice to become clumsier, dealing 2 points of damage to its DEX, whether the creature can hear the word or not.The specific effect and duration of the spell depends on the target's current HP total, as shown below.
HitPoints Duration
25 or less DEX dam. is ability drain instead.
26-50 DEX dam. lasts 1d4+1 min.
51-75 DEX dam. lasts 1d4+1 rd.
Power Word Nauseate
Enchantment
Compulsion
Mind
1a
Close
See text
1 living cr. with 150 hp or less
Verbal
0
0
0
None
0
116
true
You utter a single word of power that instantly causes one creature of your choice to become nauseated, whether the creature can hear the word or not.The duration of the spell depends on the target's current HP total, as shown below.
HitPoints Duration
50 or less 2d4+2 rd.
51-100 1d4+1 rd.
101-150 1 rd.
Power Word Pain
Enchantment
Compulsion
Mind
1a
Close
See text
1 living cr. with 100 hp or less
Verbal
0
0
0
None
0
116
true
You utter a single word of power that instantly deals 1d6 points of damage to one creature of your choice, and another 1d6 points in every round thereafter for as long as the spell lasts.The duration of the spell depends on the target's current HP total, as shown below.
HitPoints Duration
50 or less 4d4 rd.
51-75 2d4 rd.
76-100 1d4 rd.
Power Word Petrify
Enchantment
Compulsion
Mind
1a
Close
Inst.
1 living cr. with 100 hp or less
Verbal
0
0
0
None
0
116
true
You utter a single word of power that instantly causes one creature of your choice to become petrified, whether the creature can hear the word or not. Any creature that currently has 101 or more HPs is unaffected by power word pain
Power Word Sicken
Enchantment
Compulsion
Mind
1a
Close
See text
1 living cr. with 100 hp or less
Verbal
0
0
0
None
0
116
true
You utter a single word of power that instantly causes one creature of your choice to become sickened, whether the creature can hear the word or not. The duration of the spell depends on the target's current HP total, as shown below.
HitPoints Duration
25 or less 1d4+1 hr.
26-50 1d4+1 min.
51-100 1d4+1 rd.
Power Word Weaken
Enchantment
Compulsion
Mind
1a
Close
See text
1 living cr. with 75 hp or less
Verbal
0
0
0
None
0
117
true
You utter a single word of power that instantly causes one creature of your choice to become weaker, dealing 2 points of damage to its STR, whether the creature can hear the word or not.The specific effect and duration of the spell depends on the target's current HP total, as shown below.
HitPoints Duration
25 or less STR dam. is ability drain instead
26-50 STR dam. lasts 1d4+1 min.
51-75 STR dam. lasts 1d4+1 rd.
Sense of the Dragon
Transmutation
1a
Touch
= CasterLevel & " min"
Verbal
Somatic
Material
0
0
0
="Will " & SaveDC & " neg (h)"
0
117
true
The subject gains augmented nonvisual senses out to a distance of 30'. The subject does not need to make Spot or Listen checks to pinpoint the location of a creature within 30', provided that it has line of effect to that creature. Concealment still counts, recipient of this spell is still denied its DEX bonus to AC against Att from creatures it cannot see.
Sense of the dragon can be made permanent with a permanency spell in regard to yourself for a cost of 1,500 XP.
Material Component: A worn dragon scale.
Steal Size
Transmutation
1a
Close
= CasterLevel & " min [d]"
1 humanoid cr. larger than you
Verbal
Somatic
Material
0
0
0
="Fort " & SaveDC & " neg"
0
117
true
A target that fails a Fortitude save shrinks by one size category, as the reduce person spell, while you grow by one size category, as the enlarge person spell. If the spell ends for either of you, the spell ends for both of you. Material Component: A dash of powdered iron.
Sticky Floor
Conjuration
Creation
1a
Close
= CasterLevel & " hr"
10' sq.
Verbal
Somatic
Material
0
0
0
="Ref " & SaveDC & " part"
0
117
false
Creatures that are within or that enter the area of a sticky floor spell are immediately stuck in place and entangled. A successful Reflex save means the creature can move from its space but is still considered entangled as long as it remains in the area. A creature stuck in place can break loose by using a standard action to make a DC 15 STR check or Escape Artist check. Each round at the beginning of your turn, any creature within the area must succeed on another Reflex save to avoid becoming stuck in place again. The effect of this spell even extends through footwear, so merely removing your boots doesn't free you from the effect. Creatures not in contact with the surface of the ground (such as flying, burrowing or incorporeal creatures) are unaffected by sticky floor. Material Component: A drop of hardened tree sap, which must be eaten by the caster.
Summon Aspect of Bahamut
Conjuration
Summoning
Good
1 rd.
Close
= "[c] up to " & CasterLevel+1 & "rd"
1 aspect of Bahamut
Verbal
Somatic
FocusOrDivineFocus
0
0
0
None
0
118
false
="You request Bahamut to send you one of his aspects. The aspect appears where you designate and acts immediately, on your turn. It Att your opps to the best of its ability. If you can communicate with the aspect (Celestial, Common, Draconic), you can direct it not to Att, to Att particular enemies, or to perform other actions before the duration (Concentration (max " & CasterLevel & " rd) + 1rd) elapses. More information on the aspect of Bahamut on page 152 of RcDrn. Arcane Focus: A silver dragon scale."
Tail Slap
Evocation
Force
1a
Personal
= CasterLevel & " rd"
Evoked tail
Verbal
Somatic
0
0
0
None
0
118
false
="You evoke a dragon's tail that you can use to strike at a target once per round as a standard action (including the round in which you evoke it) with a MTA that deals " & Min(Int(CasterLevel/2), 10) & "d6 points of damage. If a subject of up to one size category larger than you fails a STR check (DC " & CasterLevel+12 & ") against your first Att (must make in the round in which you evoke it), the driving force of the tail slap pushes your foe back 5' + 5'/5 hp dam. If a wall or other solid object prevents the subject from being pushed back, the subject instead slams into the object and takes an extra 2d6 points of damage from the impact (no save). The movement of your foe caused by a tail slap does not provoke AoO. Special: A dragonblooded character, or a character with the dragon type, has a chance to push back a foe with every Att it makes during the spell's duration."
Tail Sweep
Evocation
Force
1a
10'
Inst.
10' rad. burst
0
0
0
="Ref " & SaveDC & " half"
0
118
true
="You evoke a dragon's tail that savagely sweeps through the space around you in a 10' radius, dealing " & CasterLevel & "d6 points of damage to all creatures. (Ref " & SaveDC & " half) Creatures that fail the Reflex save are also knocked prone. Special: A dragonblooded character, or a character with the dragon type, casts this spell at +1 caster level."
Unfettered Grasp
Enchantment
Compulsion
Mind
1a
Close
Inst.
1 grappling or pinned cr.
Verbal
0
0
0
None
0
118
true
Upon casting this spell, you force the target creature to immediately attempt a grapple check. If it succeeds on that check, the creature immediately ends and escapes from any grapple or pin that it is currently subject to (even if it isn't the creature's turn). Typically, this spell is used to free an ally from the grasp of a creature that is larger and/or stronger than the ally.
Wall of Scales
Conjuration
Creation
1a
Medium
= CasterLevel & " min"
= CasterLevel & " * 5' sq dragonhide wall"
Verbal
Somatic
Material
0
0
0
See Text
0
118
false
="You create a barrier of living dragonhide that is anchored to the ground or floor, or between two vertical surfaces. A wall of scales is " & Int(CasterLevel/2) & "inch thick and composed of up to " & CasterLevel & " 5' square. You can double the wall's area by halving its thickness. The wall cannot be conjured so that it occupies the same space as a creature or another object. You can create a wall of scales in almost any shape you desire, provided it is anchored in some fashion. It need not be vertical, and you can shape it into a circular or domeshaped enclosure about yourself or another creature. The wall can be destroyed by normal means of dealing damage, as well as by disintegrate spells and so forth. It is immune to acid and fire. In addition, the wall of scales has damage reduction " & Min(Int(CasterLevel/5),4)*5 & "/magic. Each 5' sq of wall has 10 HPs per inch of thickness. A section of wall whose HPs are reduced to 0 is breached. A wall of scales cannot be broken with a STR check. It's possible to trap mobile opps within or under a wall of scales. Creatures can avoid entrapment with Ref " & SaveDC & ". Material Component: A pristine dragon scale."
Wings of Bounding
Evocation
Force
1sw.
Personal
Inst.
You
Verbal
Somatic
0
0
0
None
0
119
false
="You evoke immense, partially translucent wings that grant you a +20 circ. bonus on a Jump check you make in the same round when you cast the spell. In addition, if you are intentionally jumping down from a height and you succeed on the DC 15 Jump check to do so, you take falling damage as if you had dropped 30 fewer feet than you actually did. Special: A dragonblooded character, or a character with the dragon type, gains an additional +" & Min(Int(CasterLevel/2),10) & " bonus on the Jump check."
Wings of Cover
Evocation
Force
1im.
Personal
Inst.
You
Verbal
Somatic
0
0
0
None
0
119
false
="Your evoked wings grant cover against a specific Att (melee, ranged, spell, or psionic Att). You can cast this spell immediately, creating a hemispherical barrier (or a spherical barrier if you are not standing on solid ground) of force shaped like dragon wings. The wings of force last just long enough to disrupt your foe's line of effect to you, providing you total cover against a single Att with a weapon, spell, or psionic power. Your foe's first Att in this round cannot be made and is wasted against you, though he could decide to take any other action, including choosing to Att one of your allies instead, take a full Att action that grants him additional MA-s against you in this round, or Att with an area Att (such as a fireball spell). In this latest case you gain a +8 bonus to AC (if applicable) and a +4 bonus on Reflex saves. Special: A dragonblooded character, or a character with the dragon type, can provide cover for " & Int(CasterLevel/3) & "additional adjacent ally."
Wings of Flurry
Evocation
Force
1a
30'
Inst.
30' rad. burst
Verbal
Somatic
0
0
0
="Ref " & SaveDC & " half"
0
119
true
="You evoke flickering dragon's wings that strike at every target in range, dealing " & CasterLevel & "d6 points of damage to all designated targets within 30' (Ref " & SaveDC & " half) Creatures that fail the Ref save are also dazed for 1 round. Special: A dragonblooded character, or a character with the dragon type, casts this spell at +1 caster level."
Wings of Swift Flying
Evocation
Force
1a
Personal
= CasterLevel & " hr"
You
Verbal
Somatic
0
0
0
None
0
119
false
This spell evokes ghostly, translucent wings that add 30' to your fly speed granted by the underlying spell for that spell's duration. When the underlying flight effect's duration elapses, the wings of swift flying spell also immediately ends. Only characters who are already enjoying the effect of flight granted by a spell, power, or other temporary magical or psionic effect can make use of this spell. Characters who are flying through some other means (such as natural wings of their own) gain no benefit from casting this spell. Special: A dragonblooded character, or a character with the dragon type, adds an additional 10' to her fly speed when this spell is cast.