[Clawstrike,
Downdraft, Dragonflight and Dragonhide made into R&R2 from these spells.]
Creates one or more suits of hide armor on allies.
Conjuration (Creation)
Level:
Sor/Wiz 1
Components: V, S,
M
Casting
Time: 1 action
Range: Close
(25 ft. + 5ft./2 levels)
Target,
Effect or Area: One or more creatures of size Small to Large,
inclusive (up to one creature / 2 caster levels)
Duration: 10
minutes/level
Saving
Throw: Reflex negates (harmless)
Spell
Resistance: Yes (harmless)
Description
There where times when the warrior-mages who came to call
themselves ‘dragon lords’ found it necessary to gird themselves for battle
quickly. The spells they produced for
this means were later greatly enhanced upon and are even today used to enchant
some magical armors to fly to their masters at a call and gird themselves for
war at a moments notice. The name of
this spell has a double meaning, as research into the spell has hinted that it
may not have been fashioned by the elven lords who used it, but by their
draconic allies. The notion that an
inhuman magical beast, no matter how intelligent or magically apt, could
research and develop new enchantments is frowned upon in some quarters, and
cause for worry in others.
Spell Effect
With a series of claw-like raking gestures and twisting
hissing arcane syllables, the caster causes a full suit of masterwork hide
armor to appear over an unarmored or lightly armored subjects flesh, giving him
an armor bonus of +3. Like mundanely
fashioned masterwork hide armor, this scaly armor also produces an armor check
penalty of –2, an arcane spell failure chance of 20%, a speed reduction from 30
ft. to 20 ft. (or from 20 ft. to 15 ft.) and allows a maximum dexterity bonus
of +4 to armor class. The hide appears
as thick-scaled hide, ornate with spines and ridges and colored patterns,
giving the armored subject a grim reptilian appearance. As with standard masterwork hide armor it
weighs 25 lbs. Up to one target can be
instantly outfitted with this armor for every odd caster level, up to 10
targets at 19th level.
Normal clothing or non-magical light armor (from padded
to a chain shirt) are subsumed into the conjured hide for the spells duration
and reappear unharmed at spells end.
Heavier armors, or those bearing enchantments cause the spell to fail,
as the conjured hide cannot displace these materials. If any piece of the scaled hide leaves the subjects body, it
melts away into a musky yellow cloud.
Such armor cannot be traded among allies once created.
Material
Components: A small (but intact) portion of boiled hide armor.
Quickchange.
Momentary transformation partially heals caster.
Transmutation
Level:
Sor/Wiz 2
Components: V
Casting
Time: 1 full round
Range: Personal
Target,
Effect or Area: The caster
Duration:
Instantaneous
Saving
Throw: None
Spell
Resistance: No
Description
In every generation, an arcanist attempts to bridge the
gap between arcane magic and divine magic, and inevitably, this attempt is made
in the field of arcane healing. Most
fail, but a precious few, such as this spell serve as mute testament of the
limited nature of arcane healing more than any effective replacement for divine
magic.
Spell Effect
For a moment, the casters form swells and changes into
the semblance of an enormous man-dragon hybrid. The spell fails catastrophically if that was its intent and at
the end of the round of casting, the arcanist shudders and shrinks back to his
original form, having never been able to use the power that was so close to his
grasp.
The only lingering effect of the momentary transformation
is a brief rush of healing as the raging life-force of the larger creature
settles within the casters mortal frame.
The caster receives two hit points of healing for each caster level,
with any excess being lost. While
the apparent form-change is impressive, its brief nature limits its use as
an aid to intimidation.
Words
of the Storm.
Transforms an uttered phrase into a blast of lightning.
Evocation [Electricity]
Level: Drd 2,
Sor/Wiz 2
Components: V
Casting
Time: 1 full round
Range: Medium
(100 ft. + 10 ft./level)
Target,
Effect or Area: Ray
Duration:
Instantaneous
Saving
Throw: Reflex half
Spell
Resistance: Yes
Description
A word from the lips of the titaness Lethene was
accompanied by raging winds and a thunderous cacophony of sound. Whether the forces of nature naturally
recoiled at her angry words, or her fury and power leaked from her tiniest
utterance will perhaps never be clearly defined, but storm hags in her service
would mimic her words and turns of phrase to attempt to ‘fool the winds’ into
thinking their mother was speaking.
Over the centuries, some of these phrases and dire warnings were refined
into powerful enchantments over the weather, as was this spell.
Spell Effect
Thoughout the full round casting of this spell, the
casters words crash like thunder, growing louder with each syllable and
building upon themselves, while his hair is whipped by unseen breezes and his
body seems to almost glow with building power.
At the crescendo of the casters diatribe against the target, when his
words can no longer be discerned from their crashing echoes, a line of
lightning surges forth from his lips to strike the target, inflicting 1d6
points of electrical damage / odd caster level (to a maximum of 10d6 at 19th
level). As a Ray effect, a ranged touch
attack is required, but the electrical blast arcs towards a metal-clad target,
conferring a +3 attack bonus to strike a foe in metal armor (or made of metal,
carrying a lot of metal, etc.). A
Reflex save allows the target to leap clear of the gathering energy strike and
take half damage.
Exhalation
of Frost.
The caster breathes freezing winds towards a target area.
Evocation [Cold]
Level: Drd 3,
Sor/Wiz 3
Components: V, S,
M, F
Casting
Time: 1 action
Range: Close
(25 ft. + 5ft./2 levels)
Target,
Effect or Area: Cone
Duration:
Instantaneous
Saving
Throw: Reflex half
Spell
Resistance: Yes
Description
In ages past, an order of elven druids and sorcerers crafted
enchantments to emulate the abilities of powerful draconic allies. Spells such as this one are all that remain
of this ancient alliance. In ancient
elven texts, this spell is recorded as ‘Wind off the Mountain,’ but today
the enchantment is known by a less prosaic name.
Spell Effect
The caster appears to blow across an unstoppered silver
vial, and droplets of water are blown softly towards the target area. The spell intensified the cold of the
casters breath and the amount of water present exponentially, turning a gentle
sprinkling of water and a strong exhalation into a raging torrent of ice. All within the cone who do not succeed at a
Reflex save suffer 1d6+1 points of damage / odd caster level (up to a maximum
of 6d6+6 at 11th level), with half of this damage coming from
forceful battering winds and sharp-edged ice crystals, and half coming from
cold.
Material
Components: Melt water from ice or snow, sealed within a special vial
until it is needed.
Focus: A
silver flask that must be filled with the ice or snow to be later used in the
casting. The flask may be re-used and
the ice or snow can melt in the interim, but the flask may not be opened until
the spellcasting, once filled with snow or ice. Such a small flask costs only a few gold pieces, even when
composed of silver.
Terrible
Presence.
The caster becomes terrifying in appearance.
Enchantment [Mind-Affecting]
Level:
Sor/Wiz 4
Components: V, S
Casting
Time: 1 action
Range: Close
(25 ft. + 5ft./2 levels)
Target,
Effect or Area: Cone
Duration:
Instantaneous
Saving
Throw: Will negates
Spell
Resistance: Yes
Description
Elven sorcerers from Vera-Tre have been known to use this
enchantment to break the morale of charging goblin hordes or similar titanspawn
incursions. For generations the spell
was a secret of an elite order of elven sorcerers, who haughtily whispered that
only those of ‘noble’ blood could tap its power. By noble blood, they meant descended from legendary
dragon-blooded champions of old. This
claim was offset recently when a half-elven enchantress, Siobhannon, deciphered
its secrets (reputedly after seducing one of the blooded sorcerers who claimed
that she could never learn it anyway, being a ‘mere wizard, forced to feebly
mimic by rote and study the skills that are my blood and my birthright’) and
wrote them down for the first time in centuries, so that wizards could also tap
its power, no matter their heritage.
Spell Effect
The caster steps forward threateningly, hands extended
like claws, and all facing her in the immediate area are seized with the image
of her form twisting into that of an enraged dragon bellowing in rage. The transformation is both momentary and
phantasmal, the effects remaining unseen and unheard to those outside the
affected area, but the terror it inspires is quite real and backed by powerful
magic, causing all in the affected area who fail their Will save to be panicked
(if 4 HD or less) or shaken (if of 5 or more HD). No creature can be affected if its HD or level exceeds your own,
and no dragon is ever affected by this fear.
Whether a creature is panicked or shaken, the effects of this unnatural
terror last for 4d6 rounds.