Dragon Magic

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Dragon Magic
Dragonmagic.jpg
Abbreviation: DM
Author: Owen K.C. Stephens, Rodney Thompson
Publisher: Wizards of the Coast
Item Code: 953837200
Release Date: September 2006
Format: Hardcover
Page Count: 160
ISBN-10: 0-7869-3936-2
Price: $29.95
Product Blurb:
Wield the Legendary Power of Dragons

Throughout history, dragons have displayed many grand and mysterious powers. Now, the secrets of these ancient talents are revealed at last! Learn to harness the magic, the vigor, the grandeur, and the pure destructive fire of dragonkind, and achieve a level of power undreamt of... until now.

This D&D supplement presents an unprecedented variety of new options for your character, including new prestige classes, feats, spells, psionic powers, invocations, soulmelds, magic items, companion spirits, and alternative class features, each one drawing on some element of draconic might. It presents a new standard class, the dragonfire adept, who combines a potent breath weapon with various magical invocations. It reveals many new ways to wield the magic of dragons, including draconic auras, dragonpacts, and draconic racial variants. For the DM, this book also provides dragon-themed adventure seeds and campaign ideas, magical locations to explore, and new options for making dragons more powerful and exciting.

This text is quoted from promotion material. Text and images are copyrighted by the original publisher.

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
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
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
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
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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