Spells


Draconomicon


ASSASSIN SPELLS

3rd level

Fell the Greatest Foe: Deal extra damage to creatures larger than Medium.

Find the Gap: Your attacks ignore armor and natural armor.

4th level

Hide from Dragons: Dragons can’t perceive one subject/two levels.

Vulnerability: Reduces an opponent’s damage reduction.

BARD SPELLS

1st level

Cheat: Caster rerolls when determining the success of a game of chance.

2nd level

Miser’s Envy: Subject jealously covets a nearby object.

3rd level

Suppress Breath Weapon: Subject can’t use breath weapon.

4th level

Voice of the Dragon: +10 on Bluff, Diplomacy, and Intimidate checks; can use one suggestion.

5th level

Hide from Dragons: Dragons can’t perceive one subject/two levels.

Dragonsight: Gain low-light vision, darkvision, and blindsense.

CLERIC SPELLS

3rd level

Cloak of Bravery: You and your allies gain a bonus on saves against fear.

Shield of Warding: Shield grants +1 bonus on Reflex saves

per five levels (max: +5).

4th level

Antidragon Aura: Allies gain bonus to AC and saves against dragons.

Contingent Energy Resistance: Energy damage triggers a resist energy spell.

Fell the Greatest Foe: Deal extra damage to creatures larger than Medium.

Lower Spell Resistance: Subject’s spell resistance reduced.

5th level

Aura of Evasion: All within 10 ft: gain evasion against breath weapons.

Vulnerability: Reduces an opponent’s damage reduction.

6th level

Energy Immunity: Subject gains immunity to damage from one kind of energy.

7th level

Death Dragon: You gain +4 enhancement bonus to natural armor, +4 deflection bonus to AC, and temporary hit points.

DOMAINS

The two prestige domains described here, Domination and Glory, are available only to characters who have qualified to select the domains as a class feature (such as those who adopt the dracolyte prestige class). They are not available to beginning characters.

DOMINATION DOMAIN

Granted Powers: You gain the Spell Focus (Enchantment) feat.

Domination Domain Spells
  1. Command: One subject obeys one-word command for 1 round.
  2. Enthrall: Captivates all within 100 ft. + 10 ft./level.
  3. Suggestion: Compels subject to follow stated course of action.
  4. Dominate Person: Controls humanoid telepathically.
  5. Greater Command: As command, but affects one subject/level.
  6. Geas/Quest: As lesser geas, but affects any creature.
  7. Suggestion, Mass: As suggestion, plus one/level subjects.
  8. True Domination: As dominate person, but save at –4.
  9. Monstrous Thrall: As true domination, but permanent and affects any creature.
DRAGON DOMAIN

Granted Powers: Add Bluff and Intimidate to your list of cleric class skills.

Domain Spells
  1. Magic Fang: One natural weapon of subject creature gets +1 on attack and damage rolls.
  2. Resist Energy: Ignores 10 (or more) points of damage/attack from specified energy type.
  3. Magic Fang, Greater: One natural weapon of subject creature gets +1/three levels on attack and damage rolls (max +5).
  4. Voice of the Dragon: +10 on Bluff, Diplomacy, and Intimidate checks; can use one suggestion.
  5. True Seeing: Lets you see all things as they actually are.
  6. Stoneskin: Ignore 10 points of damage per attack.
  7. Dragon Ally: As lesser dragon ally, but up to 18 HD.
  8. Suggestion, Mass: As suggestion, plus one/level subjects.
  9. Dominate Monster: As dominate person, but any creature.
GLORY DOMAIN

Granted Power: Turn undead with a +2 bonus on the turning check and +1d6 to the turning damage roll.

Glory Domain Spells
  1. Disrupt Undead: Deals 1d6 damage to one undead.
  2. Bless Weapon: Weapon strikes true against evil foes.
  3. Searing Light: Ray deals 1d8/two levels damage, more against undead.
  4. Holy Smite: Damages and blinds evil creatures.
  5. Holy Sword: Weapon becomes +5, deals +2d6 damage against evil.
  6. Bolt of Glory: Fires a magical bolt that deal damage according to the target's type and origin.
  7. Sunbeam: Beam blinds and deals 4d6 damage.
  8. Crown of Glory: The caster is imbued with an aura of celestial authority, inspiring awe in all lesser creatures.
  9. Gate: Connects two planes for travel or summoning.
GREED DOMAIN

Granted Powers: You gain a +2 competence bonus on Appraise, Open Lock, and Slight of Hand checks.

Domain Spells
  1. Cheat: Caster rerolls when determining the success of a game of chance.
  2. Entice Gift: Subject gives caster what it’s holding.
  3. Knock: Opens locked or magically sealed door.
  4. Fire Trap: Opened object deals 1d4 damage +1/level.
  5. Fabricate: Transforms raw materials into finished items.
  6. Guards and Wards: Array of magic effects protects area.
  7. Teleport Object: As teleport, but affects a touched object.
  8. Phantasmal Thief: Creates an unseen force that steals from others.
  9. Sympathy: Object or location attracts certain creatures.
WEALTH DOMAIN

Granted Powers: Add Appraise to your list of cleric class skills. You gain Skill Focus (Appraise) as a bonus feat.

Domain Spells
  1. Alarm: Wards an area for 2 hours/level.
  2. Obscure Object: Masks object against scrying.
  3. Glyph of Warding: Inscription harms those who pass it.
  4. Detect Scrying: Alerts you of magical eavesdropping.
  5. Leomund’s Secret Chest: Hides expensive chest on Ethereal Plane; you retrieve it at will.
  6. Forbiddance: Blocks planar travel, damages creatures of different alignment.
  7. Sequester: Subject is invisible to sight and scrying; renders creature comatose.
  8. Discern Location: Reveals exact location of creature or object.
  9. Antipathy: Object or location affected by spell repels certain creatures

DRUID SPELLS

2nd level

Earthbind: Subject creature can’t fly.

4th level

Contingent Energy Resistance: Energy damage triggers a resist energy spell.

6th level

Energy Immunity: Subject has immunity to damage from one kind of energy.

PALADIN SPELLS

2nd level

Cloak of Bravery: You and your allies gain a bonus on saves against fear.

Shield of Warding: Shield grants +1 bonus on Reflex saves, +1 per five levels (max +5).

3rd level

Fell the Greatest Foe: Deal extra damage to creatures larger than Medium.

Find the Gap: Your attacks ignore armor and natural armor.

4th level

Draconic Might: Gain +5 to Str, Con, Cha; +4 natural armor; immunity to magic sleep effects and paralysis.

RANGER SPELLS

3rd level

Find the Gap: Your attacks ignore armor and natural armor.

SORCERER/WIZARD SPELLS

1st level
Trans

Cheat: Caster rerolls when determining the success of a game of chance.

2nd level
Ench

Entice Gift: Subject gives caster what it’s holding.

Trans

Earthbind: Subject creature can’t fly.

Scale Weakening: Subject’s natural armor weakens.

3rd level
Ench

Miser’s Envy: Subject jealously covets nearby object.

Suppress Breath Weapon: Subject can’t use its breath weapon.

Trans

Dragon Breath: You gain a dragon’s breath weapon for 1 hour.

Dragonskin: You gain +4 enhancement to natural armor, energy resistance 10.

4th level
Abjur

Antidragon Aura: Allies gain bonus to AC and saves against dragons.

Lower Spell Resistance: Subject’s spell resistance reduced.

Voice of the Dragon: +10 on Bluff, Diplomacy, and Intimidate checks; can use one suggestion.

5th level
Abjur

Contingent Energy Resistance: Energy damagetriggers a resist energy spell.

Conj

Lesser Dragon Ally: Exchange services with a 9HD dragon.

Trans

Draconic Might: Gain +5 to Str, Con, Cha; +4 natural armor; immunity to magic sleep and paralysis effects.

Dragonsight: Gain low-light vision, darkvision, and blindsense.

Flight of the Dragon: You grow dragon wings.

Vulnerability: Reduces an opponent’s damage reduction.

6th level
Abjur

Aura of Evasion: All within 10 ft gain evasion against breath weapons.

7th level
Abjur

Antimagic Ray: Target loses all magical powers.

Energy Immunity: Subject hss immunity to damage from one kind of energy.

Hide from Dragons: Dragons can’t perceive one subject/two levels.

Conj

Dragon Ally: As lesser dragon ally, but up to 18 HD.

8th level
Conj

Phantasmal Thief: Creates an unseen force that steals from others.

9th level
Conj

Greater Dragon Ally: As lesser dragon ally, but up to 27 HD

DRAGON SORCERER/WIZARD SPELLS

1st level
Trans

Breath Flare: Your breath weapon dazzles targets.

2nd level
Abjur

Scintillating Scales: You gain an AC deflection bonus equal to your Constitution modifier.

Ench

Mesmerizing Glare: Your gaze dazes creatures.

Trans

Razorfangs: Your bite or claw attack threatens a critical hit on a 19 or 20.

Wings of Air: Target’s flight maneuverability improves by one step.

3rd level
Trans

Blinding Breath: Your breath weapon blinds targets.

4th level
Abjur

Dispelling Breath: Your breath weapon acts as a targeted dispel magic to all creatures in its area.

Evoc

Wingbind: A net of force entangles the target, preventing it from charging, running, or flying.

Necro

Rebuking Breath: Your breath weapon rebukes undead.

Trans

Breath Weapon Substitution: Your breath weapon deals a different kind of damage than normal.

Sharptooth: One of your natural weapons deals damage as if you were one size larger.

Stunning Breath: Your breath weapon also stuns creatures for 1 round.

5th level
Trans

Burning Blood: Your blood deals energy damage to nearby creatures when you are struck.

Draconic Polymorph: You change into a dragon’s form.

Ethereal Breath: Your breath weapon manifests on the Ethereal Plane.

Superior Magic Fang: Your natural weapons gain +1 enhancement bonus per four levels.

Greater Wings of Air: Target’s flight maneuverability improves by two steps.

6th level
Necro

Aura of Terror: You gain an aura of fear, or your frightful presence becomes more effective.

Imperious Glare: You cause targets to cower in fear.

7th level
Ench

Hiss of Sleep: You induce comatose slumber in targets.

Trans

Animate Breath: Your breath weapon becomes a construct.

Greater Stunning Breath: Your breath weapon also stuns creatures for 2d4 rounds.

8th level
Ench

Maddening Whispers: You induce confusion and madness in targets.

Necro

Enervating Breath: Your breath weapon also bestows 2d4 negative levels.

Trans

Breath Weapon Admixture: Your breath weapon also deals a second type of damage.

9th level
Trans

Deafening Breath: Your breath weapon also deals sonic damage and deafens.

ANTIDRAGON AURA

Abjuration

Level: Clr 4, Sor/Wiz 4 Components: V, S, M, DF Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Targets: 1 creature/two levels, no two of which can be

more than 30 ft. apart Duration: 1 minute/level Saving Throw:Will negates (harmless) Spell Resistance: Yes (harmless)

All targets gain a +2 luck bonus to Armor Class and on saving throws against the attacks, spells, and special attacks (extraordinary, supernatural, and spell-like) of dragons. This bonus increases by +1 for every four caster levels above 7th (to +3 at 11th, +4 at 15th, and a maximum of +5 at 19th).

Material Component: A chunk of platinum worth at least 25 gp (slightly less than 1 ounce).

ANTIMAGIC RAY

Abjuration

Level: Sor/Wiz 7 Components: V, S, M Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One creature or object Duration: 1 round/level Saving Throw:Will negates (object) Spell Resistance: Yes (object)

An invisible ray projects from your fingers. You must succeed on a ranged touch attack with the ray to strike a target. The target, if struck, functions as if it were inside an antimagic field. If this spell is used against a creature, the target can’t cast spells or can’t use supernatural or spell-like abilities, nor do such abilities have any effect on the creature. However, the creature can still use spell completion items (such as scrolls) or spell trigger items (such as wands), even though it can’t cast the spells required.

If this spell is used against an object, that object’s magical powers are suppressed—including any spells previously cast and currently in effect on the item, as well as any spells or magical effects targeted on the object during the antimagic ray’s duration. Remember that an object struck by the ray only receives a saving throw if it is attended or if it is a magic item. An unattended item, even if currently under the effect of a spell (such as a torch with continual flame cast upon it), receives no save.

The spell doesn’t affect any objects other than the target itself, even if those objects are worn, carried by, or in contact with the target. For instance, if a creature is the target, its equipment remains unaffected.

Material Component: A pinch of iron filings mixed with ruby dust worth 100 gp.

AURA OF EVASION

Abjuration

Level: Clr 5, Sor/Wiz 6 Components: V, S, M, DF Casting Time: 1 standard action Area: 10-ft.-radius emanation centered on you Duration: 1 minute/level Saving Throw: No Spell Resistance: No

You and all creatures within 10 feet of you gain evasion, but only against breath weapons. (If a breath weapon would normally allow a Reflex saving throw for half damage, a creature within an aura of evasion that successfully saves takes no damage instead). The effect of this spell doesn’t stack with any existing evasion or improved evasion abilities.

Material Component: Powdered emerald worth 500 gp.

CLOAK OF BRAVERY

Abjuration [Mind-Affecting]

Level: Clr 3, Pal 2 Components: V, S Casting Time: 1 standard action Range: 60 ft. Area: 60-ft.-radius emanation centered on you Duration: 10 minutes/level Saving Throw:Will negates (harmless) Spell Resistance: Yes (harmless)

All allies within the area (including you) gain a morale bonus on saving throws against fear effects equal to your caster level (max +10).

CONTINGENT ENERGY RESISTANCE

Abjuration

Level: Clr 4, Drd 4, Sor/Wiz 5 Components: V, S, M Casting Time: 1 minute Range: Personal Target: You Duration: 1 hour/level (D)

This spell functions similarly to contingency, but with a more limited scope. While contingent energy resistance is in effect, if you are dealt damage associated with one of the five types of energy (acid, cold, electricity, fire, or sonic), the spell automatically grants you resistance 10 against that type of energy for the remainder of the spell’s duration (just as if you were under the effect of a resist energy spell of the appropriate type). Once the energy type protected against by a particular casting of this spell is determined, it can’t be changed.

You can’t have more than one contingent energy resistance in effect on yourself at the same time—if you cast the spell a second time while an earlier casting is still in effect, the earlier spell automatically expires. The energy resistance granted by this spell does not stack with similar benefits against the same energy type (such as from the resist energy spell). However, it is possible to be simultaneously under the effect of resist energy (fire) and contingent energy resistance (electricity), or any other two such spells that protect against different types of energy.

Material Component: A pearl worth at least 100 gp.

DISPELLING BREATH

Abjuration

Level: Sor/Wiz 4 Components: S, B Casting Time: 1 standard action Range: Personal Target: Your breath weapon Duration: Instantaneous

Your breath weapon acts as a targeted dispel magic, possibly dispelling magical effects affecting creatures caught in its area. The modification applies only to the breath produced as part of the casting. For each creature or object that fails its saving throw against your breath weapon and that is the target of one or more spells, you make a dispel check against each ongoing spell currently in effect on the object or creature. A dispel check is 1d20 + 1 per caster level (maximum +15) against a DC of 11 + the spell’s caster level. A creature’s magic items are not affected, and creatures and objects that rolled successful saving throws against your breath weapon are likewise not affected.

If a creature that is the effect of an ongoing spell (such as a monster summoned by monster summoning), is in the area and fails its saving throw against your breath weapon, you can also make a dispel check to end the spell that conjured the creature (returning it whence it came). For each ongoing area or effect spell centered within the area of your breath weapon, you make a dispel check to dispel the spell. You may choose to automatically succeed on dispel checks against any spell that you have cast.

ENERGY IMMUNITY

Abjuration

Level: Clr 6, Drd 6, Sor/Wiz 7 Components: V, S Casting Time: 1 standard action Range: Touch Target: Creature touched Duration: 24 hours Saving Throw: None (harmless) Spell Resistance: Yes (harmless)

This abjuration grants a creature complete protection against damage from whichever one of five energy types you select: acid, cold, electricity, fire, or sonic. The spell protects the recipient’s equipment as well. Energy immunity absorbs only damage. The recipient could still suffer unfortunate side effects, such as drowning in acid (since drowning results from a lack of oxygen), being deafened by a sonic attack, or becoming encased in ice.

The effect of this spell does not stack with similar effects, such as resist energy and protection from energy, that protect against the same energy type. If a character is warded with energy immunity (fire) and is also receiving resistance to fire from one or more of the other spells, the energy immunity makes the other spells irrelevant. However, it is possible to be simultaneously under the effect of energy immunity (fire) and resist energy (electricity), or any other two such spells that protect against different types of energy.

HIDE FROM DRAGONS

Abjuration

Level: Asn 4, Brd 5, Sor/Wiz 7, Hoardstealer 4 (see class

description, page 130) Components: S, M Casting Time: 1 standard action Range: Touch Targets: One creature touched/two levels Duration: 10 minutes/level (D) Saving Throw:Will negates (harmless) Spell Resistance: Yes

Dragons cannot see, hear, or smell the warded creatures, even with blindsense. They act as though the warded creatures are not there. Warded creatures could stand before the hungriest of red dragons and not be molested or even noticed. If a warded character touches or attacks a dragon, even with a spell, the spell ends for all recipients.

Material Component: A dragon scale.

SCINTILLATING SCALES

Abjuration

Level: Sor/Wiz 2 Components: V Casting Time: 1 standard action Range: Personal Target: You Duration: 1 round/level

Your hide glistens and shimmers with a protective magical aura, granting you a deflection bonus to your Armor Class equal to your Constitution modifier. Your natural armor bonus decreases by an amount equal to your Constitution modifier × 1/2.

SHIELD OF WARDING

Abjuration

Level: Clr 3, Pal 2 Components: V Casting Time: 1 standard action Range: Touch Target: One shield or buckler Duration: 1 minute/level Saving Throw:Will negates (object, harmless) Spell Resistance: No

The touched shield or buckler grants its wielder a +1 sacred bonus on Reflex saves, +1 per five caster levels (maximum +5 at 20th level). The bonus only applies when the shield is worn or carried normally (but not, for instance, if it is slung over the shoulder).

DRAGON ALLY

Conjuration (Summoning)

Level: Dragon 7, Sor/Wiz 7 Effect: Up to two summoned dragons, totaling no more

than 18 HD, no two of which can be more than 30 ft. apart when they appear As lesser dragon ally, except you may summon a single dragon of up to 18 HD or two dragons of the same kind whose HD total no more than 18. The dragons agree to help you and request your return payment together.

XP Cost: 250 XP.

DRAGON ALLY, GREATER

Conjuration (Summoning)

Level: Sor/Wiz 9 Effect: Up to three summoned dragons, totaling no more

than 27 HD, no two of which can be more than 30 ft. apart when they appear As lesser dragon ally, except you may summon a single dragon of up to 27 HD or up to three dragons of the same kind whose HD total no more than 27. The dragons agree to help you and request your return payment together.

XP Cost: 500 XP.

DRAGON ALLY, LESSER

Conjuration (Summoning)

Level: Sor/Wiz 5 Components: V, XP Casting Time: 10 minutes Range: Close (25 ft. + 5 ft./2 levels) Effect: One summoned dragon of up to 9 HD Duration: Instantaneous Saving Throw: None Spell Resistance: No

This spell summons a dragon. You may ask the dragon to perform one task in exchange for a payment from you. Tasks might range from the simple (fly us across the chasm, help us fight a battle) to the complex (spy on our enemies, protect us on our foray into the dungeon). You must be able to communicate with the dragon to bargain for its services. The summoned dragon requires payment for its services, which takes the form of coins, gems, or other precious objects the dragon can add to its hoard.

This payment must be made before the dragon agrees to perform any services. The bargaining takes at least 1 round, so any actions by the creature begin in the round after it arrives. Tasks requiring up to 1 minute per caster level require a payment of 100 gp per HD of the summoned dragon. For a task requiring up to 1 hour per caster level, the creature requires a payment of 500 gp per HD. Long-term tasks (those requiring up to 1 day per caster level) require a payment of 1,000 gp per HD. Especially hazardous tasks require a greater gift, up to twice the given amount. A dragon never accepts less than the indicated amount, even for a nonhazardous task. At the end of its task, or when the duration bargained for elapses, the creature returns to the place it was summoned from (after reporting back to you, if appropriate and possible).

XP Cost: 100 XP.

Special: Sorcerers cast this spell at +1 caster level.

PHANTASMAL THIEF

Conjuration (Creation)

Level: Greed 8, Sor/Wiz 8 Components: V, S, M Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Effect: One object Duration: 1 round/level Saving Throw: None Spell Resistance: No

An invisible force, not unlike an unseen servant, comes into being where the caster wishes. On the caster’s turn, this force steals objects from others as she inaudibly directs it to (a free action). A phantasmal thief can only steal from creatures. It cannot break into locked chests or steal unattended objects. A phantasmal thief has a Hide modifier of +20 (useful against those who can see invisible creatures) and a Move Silently modifier of +20.

If a phantasmal thief goes undetected, it can steal any object a creature possesses but is not holding or wearing. Even objects in a bag of holding can be stolen. It can only steal objects, bring objects to the caster, or put them back where they came from. It can take no other actions. A phantasmal thief needs 1 round to steal an object and another round to bring it to the caster. A phantasmal thief can only hold one object at a time, and the object becomes invisible in its grasp. The thief cannot take an item if it is detected by the creature it’s trying to steal from (with a Listen or Spot check). However, the thief can repeat the attempt in the next round.

It cannot be harmed in any way, although it can be dispelled. A phantasmal thief can steal an object from a creature’s hand by making a successful disarm attempt. It does this as if it had the Improved Disarm feat and a +20 Strength modifier. If a phantasmal thief is used in this way, it disappears after it brings the stolen object to the caster.

Material Component: A spool of green thread.

FIND THE GAP

Divination

Level: Asn 3, Pal 3, Rgr 3 Components: V Casting Time: 1 standard action Range: Personal Target: You Duration: 1 round/level

You gain the ability to perceive weak points in your opponent’s armor. Once per round, one of your melee or ranged attacks may disregard the target’s armor, shield, and natural armor bonuses (including any enhancement bonuses) to Armor Class. Other AC bonuses, such as dodge bonuses, deflection bonuses, and luck bonuses, still apply.

ENTICE GIFT

Enchantment [Mind-Affecting]

Level: Greed 2, Sor/Wiz 2 Components: V, S Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One creature Duration: 1 round Saving Throw:Will negates Spell Resistance: Yes

You enchant a creature so that it feels suddenly compelled to give you what it is holding when you cast this spell. On the creature’s next action, it moves as close to you as it can get in a single round and offers you the object as a standard action. This spell allows you to act out of turn and accept the “gift” if the creature reaches you to hand you the object (assuming you have a free hand and can accept it). The subject defends itself normally and acts as it wishes on subsequent rounds, including attempting to get the object back if desired. If the subject is prevented from doing as the spell compels, the spell is wasted. For example, if the subject is paralyzed and cannot move or drop the item, nothing happens.

HISS OF SLEEP

Enchantment (Compulsion) [Mind-Affecting]

Level: Sor/Wiz 7 Components: V Casting Time: 1 round Range: Close (25 ft. + 5 ft./2 levels) Targets: One creature/level Duration: 1 round/level Saving Throw:Will negates Spell Resistance: No

Hissing and whispering softly, you lull the targets into a comatose slumber. Sleeping creatures are helpless. Slapping or wounding awakens affected creatures, but normal noise does not. Awakening a creature is a standard action (an application of the aid another action). Hiss of sleep has no effect on creatures that can see you, creatures that have already rolled saving throws against your frightful presence, or unconscious creatures.

MADDENING WHISPERS

Enchantment (Compulsion) [Mind-Affecting]

Level: Sor/Wiz 8 Components: V Casting Time: 1 round Range: Close (25 ft. + 5 ft./2 levels) Targets: One creature/level Duration: 1 round/level Saving Throw:Will negates Spell Resistance: Yes

Hissing and whispering softly, you stir feelings of confusion and madness in the targets’minds. You can choose to inflict one of the following conditions upon any creatures that fail their saving throws.

Hysteria: The subjects fall into fits of uncontrollable laughing or crying (equal chance for either). Hysterical creatures are unable to attack, cast spells, concentrate on spells, or do anything else requiring attention. The only action such a character can take is a single move action per turn.

Panic: The subjects become panicked. If cornered, a panicked creature cowers. Violent Hallucinations: The subjects perceive any nearby creatures as dangerous enemies, attacking the nearest ones and fighting until the subjects are slain or until no more creatures are in sight.

Stupor: The subjects curl up on the floor and remain oblivious to events around them. Characters in a stupor are effectively stunned and prone. Maddening whispers has no effect upon creatures that can see you, creatures that have already rolled saving throws against your frightful presence, or unconscious creatures.

MESMERIZING GLARE

Enchantment (Compulsion) [Mind-Affecting]

Level: Sor/Wiz 2 Components: S Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Targets: One living creature/level, no two of which may

be more than 30 ft. apart Duration: 1 round/level Saving Throw:Will negates Spell Resistance: Yes

Directing your gaze toward the target creatures, you cause them to stop and stare blankly at you, mesmerized. Creatures that fail their saving throws gaze at your eyes, heedless of all else. Affected creatures are dazed. Any potential threat (such as an armed opponent moving behind the mesmerized creature) allows the creature a new saving throw. Any obvious threat, such as casting a spell, drawing a sword, or aiming an arrow, automatically breaks the effect, as does shaking or slapping the creature. A mesmerized creature’s ally may shake it free of the spell as a standard action.

MISER’S ENVY

Enchantment (Compulsion) [Mind-Affecting]

Level: Brd 2, Sor/Wiz 3 Components: V, S, M Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One living creature and one object (see text) Duration: 1 round/level Saving Throw:Will negates and None (object) Spell Resistance: Yes and No (object)

When you cast this spell, you designate a target creature and a target object, both of which must be within the spell’s range. If the target creature fails its saving throw, it becomes consumed by a powerful desire for the object. For the duration of the spell, the creature seeks to obtain the object (going so far as to attack anyone holding or wearing it). Once the creature gains possession of the object, it protects the item greedily, attacking anyone who approaches within 30 feet or who otherwise appears to be trying to take the object away. Dragons, due to their greedy nature, take a –4 penalty on their saving throws against this spell.

MONSTROUS THRALL

Enchantment (Compulsion) [Mind-Affecting]

Level: Domination 9 Components: V, S, XP Duration: Permanent

As dominate monster (see page 224 of the Player’s Handbook), except the subject is permanently dominated if it fails its initial Will save. A subject ordered to take an action against its nature receives a Will save with a –4 penalty to resist taking that particular action. If the save succeeds, the subject still remains your thrall despite its minor mutiny. Once a subject makes a successful saving throw to resist a specific order, it makes all future saving throws to resist taking that specific action without a penalty.

XP Cost: 500 XP per Hit Die or level of the subject.

SUPPRESS BREATH WEAPON

Enchantment (Compulsion) [Mind-Affecting]

Level: Brd 3, Sor/Wiz 3 Components: V Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One creature Duration: 1 minute/level Saving Throw:Will negates Spell Resistance: Yes

The target of this spell cannot choose to use its breath weapon unless “forced” to do so by an enchantment (compulsion) spell of higher level, such as lesser geas.

TRUE DOMINATION

Enchantment (Compulsion) [Mind-Affecting]

Level: Domination 8

As dominate person (see page 224 of the Player’s Handbook), except that subjects forced to take actions against their nature receive a new saving throw with a –4 penalty.

BOLT OF GLORY

Evocation [Good]

Level: Glory 6 Components: V, S, DF Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Effect: Ray Duration: Instantaneous Saving Throw: None Spell Resistance: Yes

You project a bolt of positive energy at a single creature. You must make a successful ranged touch attack to strike your target. The bolt deals 1d6 points of damage per two caster levels (maximum 7d6). Against undead, evil outsiders, and creatures native to the Negative Energy Plane, the bolt instead deals 1d6 points of damage per caster level (maximum 15d6). The bolt deals no damage to good outsiders or creatures native to the Positive Energy Plane.

CROWN OF GLORY

Evocation

Level: Glory 8 Components: V, S, M, DF Casting Time: 1 standard action Range: 120 ft. Area: 120-ft.-radius emanation, centered on you Duration: 1 minute/level Saving Throw:Will negates Spell Resistance: Yes

You are imbued with an aura of celestial authority, inspiring awe in all lesser creatures that behold your terrible perfection and righteousness. You gain a +4 enhancement bonus to Charisma for the duration of the spell. All creatures in the spell’s area with fewer than 8 Hit Dice or levels cease whatever they are doing and are compelled to pay attention to you. Any such creature that wants to take hostile action against you must succeed on a Will save to do so. Any creature that fails this save the first time it attempts a hostile action is enthralled for the duration of the spell (as the enthrall spell) as long as it is in the spell’s area, and it will not try to leave the area on its own.

Creatures with 8 or more Hit Dice are not affected by this spell. When you speak, all listeners telepathically understand you, even if they do not understand your language. While the spell lasts, you can make up to three suggestions to creatures of fewer than 8 HD in range, as if using the mass suggestion spell (Will negates); creatures with 8 HD or more are not affected by this power.

Material Component: An opal worth at least 200 gp.

WINGBIND

Evocation [Force]

Level: Sor/Wiz 4 Components: V, S Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One creature Duration: 1 round/level (D) Saving Throw: Reflex negates Spell Resistance: Yes

A web of force surrounds the target, entangling it like a net. If the target fails its saving throw, it is entangled. Perhaps most important, the creature cannot use wings to fly—hence the common name of this spell. A creature flying with wings falls immediately if it is entangled by wingbind. An entangled creature can escape with a successful Escape Artist check against a DC equal to the saving throw DC of the spell.

Like a wall of force, the web of force is impervious to most attacks: It is immune to damage of all kinds, cannot be burst with a Strength check, and is unaffected by most spells, including dispel magic. Also like wall of force, the web is immediately destroyed by disintegrate, a rod of cancellation, a sphere of annihilation, or Mordenkainen’s disjunction.

AURA OF TERROR

Necromancy [Fear, Mind-Affecting]

Level: Sor/Wiz 6 Components: V Casting Time: 1 standard action Range: Personal Target: You Duration: 1 minute/level

You become surrounded by an aura of fear. Whenever you charge or attack, you inspire fear in all creatures within 30 feet that have fewer Hit Dice than your caster level. Each potentially affected opponent must succeed on a Will save or become shaken—a condition that lasts until the opponent is out of range. A successful save leaves that opponent immune to your frightful presence for 24 hours. If you cast this spell when you already have the frightful presence ability or a fear aura, the existing ability becomes more effective in the following ways:

  • The radius of the area affected by the ability increases by 10 feet.

  • The Will saving throw to resist the fear effect has a DC equal to your normal frightful presence DC or this spell’s save DC, whichever is higher.

  • Creatures that would normally be shaken by your fear aura are frightened instead, and creatures that would normally be frightened are panicked.

DEATH DRAGON

Necromancy [Evil, Fear, Mind-Affecting]

Level: Clr 7 Components: V, S, DF Casting Time: 1 round Range: Personal Effect: Dragon-shaped armor of energy and bones Duration: 1 round/level (D)

You summon unholy power to gird yourself in a dragon- shaped cocoon of bones and negative energy. The cocoon gives you a +4 enhancement bonus to your natural armor and a +4 deflection bonus to Armor Class, plus 1 temporary hit point per caster level (maximum 20). You are treated as armed when you make unarmed attacks, and you deal damage as if your limbs were short swords of an appropriate size. You can use your off hand to attack, incurring the standard two-weapon fighting penalties (see page 160 of the Player’s Handbook).

The death dragon prevents you from casting spells with somatic, material, or focus (but not divine focus) components, but does not otherwise hinder your actions or movement. As a standard action, you may project a cone of fear or make a melee touch attack to use inflict critical wounds on the creature touched. These effects are otherwise identical to the spells of the same names.

ENERVATING BREATH

Necromancy

Level: Sor/Wiz 8 Components: S, B Casting Time: 1 standard action Range: Personal Target: Your breath weapon Duration: Instantaneous

You can modify your breath weapon so that it is laced with negative energy. In addition to the normal energy damage your breath weapon deals, creatures that fail their saving throws against the breath weapon gain 2d4 negative levels. The modification applies only to the breath produced as part of the casting. If the subject gains at least as many negative levels as it has Hit Dice, it dies. Each negative level gives a creature the following penalties: –1 penalty on attack rolls, saving throws, skill checks, ability checks, and effective level (for determining the power, duration, DC, and other details of spells or special abilities). Additionally, a spellcaster loses one spell or spell slot from her highest available level.

Negative levels stack. Assuming the subjects survive, they regain lost levels after a number of hours equal to your caster level. Ordinarily, negative levels have a chance of permanently draining the subject’s level, but the negative levels from enervating breath don’t last long enough to do so. If an undead creature is caught within the breath weapon, it gains 2d4×5 temporary hit points before taking damage from the breath weapon. If not immediately lost, these temporary hit points last for 1 hour.

IMPERIOUS GLARE

Necromancy [Fear, Mind-Affecting]

Level: Sor/Wiz 6 Components: S Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Targets: One living creature/level, no two of which may

be more than 30 ft. apart Duration: 1 round/level Saving Throw:Will negates (see text) Spell Resistance: Yes

Directing your gaze toward the target creatures, you instill terror and awe in their hearts. The targets must make successful Will saves or cower. The saving throw DC to resist this effect is either the normal save DC for the spell or the save DC for your natural frightful presence ability, whichever is higher. You cannot cast this spell if you do not have a frightful presence ability, either natural or magically bestowed.

REBUKING BREATH

Necromancy

Level: Sor/Wiz 4 Components: S, B Casting Time: 1 standard action Range: Personal Target: Your breath weapon Duration: Instantaneous

You imbue your breath weapon with negative energy that rebukes undead in its area. Undead within the area of your breath weapon that fail their saving throws against it are rebuked, and cower as if in awe for 10 rounds. The modification applies only to the breath produced as part of the casting.

ANIMATE BREATH

Transmutation

Level: Sor/Wiz 7 Components: S, B Casting Time: 1 standard action Range: Personal Target: You Duration: 1 round/level

You imbue the energy of your breath weapon with coherence, mobility, and a semblance of life. The animated breath then attacks whomever or whatever you designate. The spell works only on breath weapons that deal energy (acid, cold, electricity, fire, or sonic) damage. The animated breath has the following characteristics.

Type: Construct.

Subtype: The same as yours, or the energy type of your breath weapon if you do not have a subtype.

Size: One size smaller than you.

Hit Dice: Equal to the number of dice of damage your breath weapon deals. The Hit Dice are 10-sided.

Constructs also receive bonus hit points based on size:

Diminutive, Tiny: —

Small: 10

Medium: 20

Large: 30

Huge: 40

Gargantuan: 60

Colossal: 80

Speed: Varies by breath type:

Acid: 20 ft., swim 90 ft.

Cold: 30 ft.

Electricity: Fly 100 ft. (perfect)

Fire: 50 ft.

Sonic: Fly 100 ft. (perfect)

AC: The animated breath’s natural armor bonus varies by size:

Diminutive or Tiny: +2

Small or Medium: +3

Large: +4

Huge: +8

Gargantuan: +10

If your breath weapon uses force energy, this bonus is an armor bonus composed of force (like that granted by mage armor) rather than a natural armor bonus.

Attacks: The animated breath makes slam attacks according to its Hit Dice.

Damage: Each successful hit deals bludgeoning damage (varies by size of the animated breath; see below) plus energy damage equal to one die of the same size as your breath weapon damage.

Diminutive: 1d2

Tiny: 1d3

Small: 1d4

Medium: 1d6

Large: 1d8

Huge: 2d6

Gargantuan: 2d8

For example, a Colossal red dragon’s animated breath is Gargantuan in size, so it deals 2d8 points of bludgeoning damage on a successful hit—plus 1d10 points of fire damage, because d10 is the size of die used to determine a red dragon’s breath weapon damage.

Special Qualities: Creatures that hit the animated breath with natural weapons or unarmed attacks take energy damage as though hit by the breath’s attack.

Construct Traits: The animated breath is immune to mindaffecting effects, and to poison, magic sleep effects, paralysis, stunning, disease, death effects, necromantic effects, and any effect that requires a Fortitude save unless it also works on objects. The breath is not subject to critical hits, nonlethal damage, ability damage, ability drain, energy drain, or death from massive damage.

Saves: The animated breath has no good saves. All of its save bonuses are 1/3 of its Hit Dice plus the appropriate ability modifier.

Abilities: The animated breath has no Constitution or Intelligence score. Its Wisdom and Charisma scores are both 1. Its Strength and Dexterity vary by size:

Diminutive: Str 6, Dex 16

Tiny: Str 8, Dex 14

Small: Str 10, Dex 12

Medium: Str 12, Dex 10

Large: Str 16, Dex 10

Huge: Str 20, Dex 8

Gargantuan: Str 24, Dex 6

Alignment: Always neutral.

Casting the spell requires a standard action, which includes using your breath weapon. When you use your breath weapon, it immediately takes animate form and attacks. It does not form as a cone or a line, and does not deal damage when it is used to cast this spell.

BLINDING BREATH

Transmutation [Light]

Level: Sor/Wiz 3

As breath flare, except that targets that fail their saving throws against your breath weapon are permanently blinded, rather than dazzled.

BREATH FLARE

Transmutation [Light]

Level: Sor/Wiz 1 Components: S, B Casting Time: 1 standard action Range: Personal Target: Your breath weapon Duration: Instantaneous

If your breath weapon uses fire or electricity, it is suffused with bright light. In addition to taking the normal fire or electricity damage, creatures that fail their saving throws against the breath weapon are dazzled for 1 minute per caster level. Sightless creatures are not affected by breath flare. The modification applies only to the breath produced as part of casting.

BREATH WEAPON ADMIXTURE

Transmutation (see text)

Level: Sor/Wiz 8 Components: S, B Casting Time: 1 standard action Range: Personal Target: Your breath weapon Duration: Instantaneous

Choose one type of energy other than that normally associated with your breath weapon: acid, cold, electricity, or fire. You can modify your breath weapon to add an equal amount of the energy you choose. For example, a wyrm red dragon whose breath weapon normally deals 22d10 points of fire damage could use this spell to produce a cone dealing 22d10 points of fire damage plus 22d10 points of acid damage. Even opposed types of energy, such as fire and cold, can be combined using this spell. The modification applies only to the breath produced as part of the casting. When you use this spell to produce acid, cold, electricity, or fire energy, it is a spell of that type. For example, breath weapon admixture is an acid spell when you cast it to add acid damage to your breath weapon.

BREATH WEAPON SUBSTITUTION

Transmutation (see text)

Level: Sor/Wiz 4 Components: S, B Casting Time: 1 standard action Range: Personal Target: Your breath weapon Duration: Instantaneous

Choose one type of energy other than that normally associated with your breath weapon: acid, cold, electricity, or fire. You can modify your breath weapon to use the selected energy type instead of its normal energy type. For example, a mature adult red dragon whose breath weapon normally deals 14d10 points of fire damage could use this spell to produce a cone dealing 14d10 points of acid damage instead. The modification applies only to the breath produced as part of the casting. When you use this spell to produce acid, cold, electricity, or fire energy, it is a spell of that type. For example, breath weapon substitution is an acid spell when you cast it to change your breath weapon to deal acid damage.

BURNING BLOOD

Transmutation [see text]

Level: Sor/Wiz 5 Components: V, S Casting Time: 1 standard action Range: Personal Target: You Duration: 1 hour/level

Your blood becomes suffused with the same energy type that powers your breath weapon. (You must have a breath weapon that deals acid, cold, electricity, or fire damage to cast this spell). Whenever you take damage from a natural or manufactured weapon, a spurt of blood erupts in a 5- footradius burst from the wound, dealing energy damage to creatures in its area. The energy-charged blood deals a number of points of damage equal to your caster level. When you use this spell to produce acid, cold, electricity, or fire energy, it is a spell of that type. For example, burning blood is an acid spell when you cast it to suffuse your blood with acid.

CHEAT

Transmutation [Evil]

Level: Brd 1, Greed 1, Sor/Wiz 1 Components: V, S, F Casting Time: 1 standard action Range: Personal Target: You Duration: 1 minute/level or until used Saving Throw: None Spell Resistance: No

At one point during the duration of this spell, you can attempt to alter the outcome of a game of chance. This spell can only affect nonmagical games, such as those using cards or dice. It cannot affect a game involving magic, nor a magic item involved in a game of chance (such as a deck of many things). Whenever a roll is made to determine the outcome of the game, a character under the effect of this spell may demand a reroll and take the better of the two rolls.

For example, Darkon is playing a game that he has a 1 in 4 chance of winning. The DM secretly rolls 1d4 and tells the player that Darkon lost. Because Darkon is under the effect of a cheat spell, the player can have the DM reroll. The spell alters probability, so there is no subterfuge that another character could notice (except for the casting of the spell itself ).

Focus: A pair of dice made from human bones.

DEAFENING BREATH

Transmutation [Sonic]

Level: Sor/Wiz 9

As breath weapon admixture, but you add sonic energy to your breath weapon. In addition to dealing extra damage, you permanently deafen creatures that fail their saving throws against your breath. This spell has no effect within an area of magical silence, such as that created by the silence spell.

DRACONIC MIGHT

Transmutation

Level: Pal 4, Sor/Wiz 5 Components: V, S, M Casting Time: 1 standard action Range: Touch Target: Living creature touched Duration: 1 minute/level (D) Saving Throw: Fortitude negates (harmless) Spell Resistance: Yes (harmless)

The subject of the spell gains a +5 enhancement bonus to Strength, Constitution, and Charisma. It also gains a +4 enhancement bonus to natural armor. Finally, it has immunity to magic sleep and paralysis effects.

Special: Sorcerers cast this spell at +1 caster level.

DRACONIC POLYMORPH

Transmutation

Level: Sor/Wiz 5 Components: V Casting Time: 1 standard action Range: Personal Target: You Duration: 1 minute/level (D)

As polymorph, except as follows: The assumed form can have no more Hit Dice than you have, to a maximum of 20 Hit Dice. Your Strength and Constitution in the new form are above the average for the race or species into which you transform; your Strength is the average for the creature +8, and your Constitution is the average for the creature +2.

DRAGON BREATH

Transmutation

Level: Sor/Wiz 3 Components: V, S Casting Time: 1 standard action Range: Personal Target: You Duration: 10 minutes/level (D)

You gain a breath weapon resembling that of a dragon. When you cast this spell, you choose both the shape and energy type of the breath weapon, from the following options: line (acid, electricity, or fire) or cone (acid, cold, or fire). A line is 5 feet high, 5 feet wide, and 60 feet long, while a cone is 30 feet long, 30 feet high, and 30 feet wide. Once you make the selection of shape and energy type, it is fixed for the duration of the spell. Using your breath weapon is a standard action. The breath weapon deals 3d6 points of damage of the chosen energy type, plus an additional 1d6 points of damage for every two levels above 5th (to a maximum of 10d6 at 19th level). Targets in the area may attempt a Reflex save for half damage.

You can use this breath weapon up to three times during the spell’s duration (plus one additional use per two levels above 5th). After using this breath weapon, you can’t use it again for 1d4+1 rounds. (Using this breath weapon has no effect on your ability to use other breath weapons you might have, and vice versa). You can’t have more than one dragon breath spell active at the same time. Even though using your breath weapon poses no danger to you, you don’t gain any resistance or immunity to the energy type of the weapon.

Special: Sorcerers cast this spell at +1 caster level.

DRAGONSIGHT

Transmutation

Level: Brd 5, Sor/Wiz 5 Components: V, S, F Casting Time: 1 standard action Range: Personal Target: You Duration: 1 minute/level (D)

You gain the visual acuity of a dragon, including low-light vision, darkvision, and blindsense. You can see four times as well as a normal human in lowlight conditions and twice as well in normal light. (See the Dragon Sight sidebar, page 17). Your darkvision has a range of 10 feet per caster level. Your blindsense has a range of 5 feet per caster level. You do not need to make Spot or Listen checks to notice creatures within range of your blindsense. None of these effects stack with any low-light vision, darkvision, or blindsense you may already have.

Focus: A dragon’s eye.

DRAGONSKIN

Transmutation

Level: Sor/Wiz 3 Components: S, M Casting Time: 1 standard action Range: Personal Target: You Duration: 10 minutes/level

Your skin toughens and becomes scaly like that of a chromatic dragon, of a color that you select. You gain an enhancement bonus to your natural armor equal to +3, +1 per two levels above 5th (to a maximum of +5 at 9th level), as well as energy resistance equal to twice your caster level (maximum of 20 at 10th level) against the type of energy appropriate to the color you select: acid (black or green), cold (white), electricity (blue), or fire (red).

Material Component: A dragon’s scale.

Special: Sorcerers cast this spell at +1 caster level.

EARTHBIND

Transmutation

Level: Drd 2, Sor/Wiz 2 Components: V, S Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Targets: One creature Duration: 1 minute/level (D) Saving Throw: Fortitude partial Spell Resistance: Yes

You hamper the subject creature’s ability to fly (whether through natural or magical means) for the duration of the spell. If the target fails its saving throw, its fly speed (if any) becomes 0 feet. An airborne creature subjected to this spell falls to the ground as if under the effect of a feather fall spell. Even if a new effect would grant the creature the ability to fly, that effect is suppressed for the duration of the earthbind spell.

If the target makes a successful Fortitude save, its fly speed (including any new effect granted during the spell’s duration) is reduced by 10 feet per caster level (maximum reduction 100 feet at 10th level). This reduction can’t bring the creature’s fly speed down to less than 10 feet. Earthbind has no effect on other forms of movement, or even on effects that might grant airborne movement without granting a fly speed (such as jumping or levitate or air walk spells).

ETHEREAL BREATH

Transmutation

Level: Sor/Wiz 5 Components: S, B Casting Time: 1 standard action Range: Personal Target: Your breath weapon Duration: Instantaneous

You can modify your breath weapon to manifest on the Ethereal Plane instead of on the Material Plane. (You must be on the Material Plane, or on another plane with a coexistent Ethereal Plane, for this spell to function). Your breath weapon affects ethereal creatures as if they were material, and does not affect material creatures in its area. The modification applies only to the breath produced as part of the casting.

FELL THE GREATEST FOE

Transmutation

Level: Asn 3, Clr 4, Pal 3 Components: V, S, M Casting Time: 1 standard action Range: Touch Target: Large or larger creature touched Duration: 1 round/level Saving Throw: Fortitude negates (harmless) Spell Resistance: Yes (harmless)

The subject gains the ability to deal greater damage against Large or larger creatures. For every size category of an opponent bigger than Medium, the subject deals an extra 1d6 points of damage on any successful melee attack (+1d6 against a Large creature, +2d6 against Huge, +3d6 against Gargantuan, or +4d6 against Colossal).

Material Component: A dragon’s claw or a giant’s fingernail.

FLIGHT OF THE DRAGON

Transmutation

Level: Sor/Wiz 5 Components: V, M Casting Time: 1 standard action Range: Personal Target: You Duration: 1 hour/level (D)

A pair of powerful draconic wings sprouts from your shoulders, granting you a fly speed of 100 feet (average). You can’t carry aloft more than a light load. When flying long distances, you can fly at 15 miles per hour (or 24 miles per hour at a hustle). In a day of normal flight, you can cover 120 miles.

Material Component: A dragon’s wing-claw.

Special: Sorcerers cast this spell at +1 caster level.

LOWER SPELL RESISTANCE

Transmutation

Level: Clr 4, Sor/Wiz 4 Components: V, S Casting Time: 1 round Range: Close (25 ft. + 5 ft./2 levels) Target: One creature Duration: 1 minute/level Saving Throw: Fortitude negates (see text) Spell Resistance: No

This spell reduces the subject’s spell resistance by 1 per caster level (maximum reduction 15). This reduction can’t lower a target’s spell resistance below 0. The target of the spell takes a penalty on its saving throw equal to your caster level.

MAGIC FANG, SUPERIOR

Transmutation

Level: Drd 5, Sor/Wiz 5 Components: V, S Casting Time: 1 standard action Range: Personal Target: You Duration: 1 round/level

Superior magic fang gives every natural weapon you possess an enhancement bonus on attack and damage rolls equal to +1 per four caster levels (maximum +5 at 20th level).

RAZORFANGS

Transmutation

Level: Sor/Wiz 2 Components: V Casting Time: 1 standard action Range: Personal Target: You Duration: 1 round/level

Choose one of your natural weapons that deals slashing or piercing damage (your bite or a single claw). That natural weapon’s threat range doubles (in most cases, becoming 19–20). This spell does not stack with any other effects that increase a weapon’s threat range. This spell’s name derives from a marked preference among dragons for improving their bite attack with this spell, but it works equally well on a claw attack.

SCALE WEAKENING

Transmutation

Level: Sor/Wiz 2 Components: V, S, M Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Effect: Ray Duration: 10 minutes/level (D) Saving Throw: None Spell Resistance: Yes

A dull gray ray projects from your hand. You must succeed on a ranged touch attack to strike a target. The target’s natural armor bonus is reduced by 4 points, +1 point per two caster levels above 3rd (maximum reduction 10 points at 15th level). This spell can’t reduce a creature’s natural armor bonus to less than 0, nor does it have any effect on an enhancement bonus to natural armor (such as that granted by the barkskin spell).

Material Component: A shed snakeskin.

SHARPTOOTH

Transmutation

Level: Sor/Wiz 4 Components: V, S Casting Time: 1 standard action Range: Personal Target: You Duration: 1 round/level

Choose one of your natural weapons (your bite, a single claw, a wing, a crush, a tail slap, or a tail sweep). For the duration of the spell, that natural weapon deals damage as though you were one size larger than your actual size. You cannot gain additional attack forms (such as a tail slap) by using this spell; you can only improve attacks you already possess. This spell does not stack with itself. This spell’s name derives from a marked preference among dragons for improving their bite attacks with this spell, but it works equally well on claw, wing, tail, and crush attacks.

STUNNING BREATH

Transmutation

Level: Sor/Wiz 4 Components: S, B Casting Time: 1 standard action Range: Personal Target: Your breath weapon Duration: Instantaneous

You imbue your damaging breath weapon with concussive force that can stun those caught in its area. Creatures that take damage from the breath weapon must make successful Fortitude saves (DC equal to your breath weapon save DC) or be stunned for 1 round. The modification applies only to the breath produced as part of the casting.

STUNNING BREATH, GREATER

Transmutation

Level: Sor/Wiz 7

As stunning breath, but creatures that fail their Fortitude saves are stunned for 2d4 rounds.

VOICE OF THE DRAGON

Transmutation

Level: Brd 4, Dragon 4, Sor/Wiz 4 Components: V, S Casting Time: 1 standard action Range: Personal Target: You Duration: 10 minutes/level (D)

You gain a +10 enhancement bonus on your Bluff, Diplomacy, and Intimidate checks. You also gain the ability to speak and understand (but not read) Draconic. At any time before the spell’s duration expires, you can use a standard action to target a creature with a suggestion effect, which functions identically to the spell of that name (including range, duration, and other effects). Doing this causes the voice of the dragon spell to end, though the suggestion itself lasts for the normal duration thereafter.

Special: Sorcerers cast this spell at +1 caster level.

VULNERABILITY

Transmutation

Level: Asn 4, Clr 5, Sor/Wiz 5 Components: V, S Casting Time: 1 standard action Range: Touch Target: Creature touched Duration: 1 round/level Saving Throw:Will negates Spell Resistance: Yes

This spell lowers the subject’s damage reduction by 5 points (to a minimum of 5). For instance, if you successfully cast vulnerability on a dragon with damage reduction 10/magic, its damage reduction becomes 5/magic. For every four caster levels beyond 11th, the subject’s damage reduction lowers by an additional 5 points: 10 at 15th and 15 at 19th.

WINGS OF AIR

Transmutation

Level: Sor/Wiz 2 Components: V Casting Time: 1 standard action Range: Touch Target:Winged creature touched Duration: 1 minute/level Saving Throw: None (harmless) Spell Resistance: No (harmless)

The creature you touch becomes more agile in the air, able to make quicker turns, and more maneuverable when flying. The target must be capable of flight using wings. The creature’s maneuverability improves by one step— from clumsy to poor, poor to average, average to good, or good to perfect. A single creature cannot benefit from multiple applications of this spell at one time.

WINGS OF AIR, GREATER

Transmutation

Level: Sor/Wiz 5

As wings of air, but the creature’s maneuverability improves by two steps—from clumsy to average, poor to good, or average to perfect.