DRAGONBANE
Tyranny of Dragons
Always be prepared and keep an eye on the skies, Travelers!
DRAGONBANE
T y r a n n y o f D r a g o n s
PART 1
Lay of the Land
Janderhoff
City Stats LN Large City
Corruption This modifies Bluff checks against city officials
Corruption -4
and guards, and Stealth checks made outside in the city
Crime -2
streets, alleys or other districts.
Economy +8
Crime This modifies Sense Motive checks to avoid bring
Law +4
bluffed and Sleibght of Hand checks to pick pockets. Lore +2
Economy This modifies Perform, Craft, and Profession
Society +4
checks to generate income.
Law This modofies Intimidate checks to make an Qualities academic, holy site, magically attuned, prosperous,
opponent friendly and Diplomacy checks made against strategic location
government officials.
Lore This modifies Diplomacy checks to gather Danger +5
information or rumors, and Knowledge checks using the city
resources to research topics. Demographics
Society This modifies Disguise checks and Diplomacy
Government Council
checks to alter the attitude of any citizen is not a government
official. Ruler High Councilor Nils Igmargun
Population 10,230 (8,223 dwarves, 1,354 humans, 402 halflings,
Korvosa 141 gnomes, 110 other)
LG Large City
Corruption -4 Marketplace
Crime -2 Base Value 15,000; Purchase Limit 100,000;
Economy +6 Spellcasting 7th (divine)
Law +7
Lore +6 Items ???
Society +2
Qualities academic, holy site, magically attuned, prosperous,
strategic location
Danger +10
Demographics
Government Electoral Democracy
Ruler Madame President Cressida Kroft
Population 18,486 (16,637 Humans, 739 Dwarves, 371 Elves,
369 Halflings, 184 Half-Elves, 186 other)
Marketplace
Base Value 12,800; Purchase Limit 85,000;
Spellcasting 9th (divine)
Items pg. 408 of Curse of the Crimson Throne AP
PART 2
Dragonslaying
Dragonslayer Gear Elemental Proofing
Balloon Trap Source Dragonslayer’s Handbook pg. 26
Price 100 gp;
Weight 1 lb.
Source Dragonslayer’s Handbook pg. 26 Category Alchemical Tools
Price 150 gp; Weight 4 lbs. Description This alchemical gel comes in a large vial
Category Adventuring Gear with a brush built into the stopper. It’s used to coat the
Description This trap consists of a buoyant balloon surface of objects, protecting them from a specific type
tied to an anchor by a very thin strand of metal. The of energy damage. Though elemental proofing is not
strand acts as a vertical tripwire that triggers the trap, harmful to the objects it coats, it acts as a contact
targeting any flying creature that contacts it. The trap’s poison to living creatures. Touching elemental proofing
creator may set any number of mechanical or magical directly causes 1d4 points of damage and 1d4 rounds of
effects to be triggered when the trap is activated. sickness (a DC 14 Fortitude save negates the latter
Balloon traps are especially useful against creatures effect). Creatures immune to poison are likewise
with large wingspans, or when the balloon is concealed, immune to the effects of contacting elemental proofing
as in a tree canopy or smoke cover. Below is a sample but gain no benefits from its application. When applied
balloon trap. to weapons or armor, elemental proofing confers
resistances to the coated object, but none to the wearer.
Sirocco Balloon Trap - cr 14 Each vial of elemental proofing contains enough gel to
coat one Large object, or two Medium or smaller
Type magic; Perception DC 31; Disable Device DC 31
objects. Once the applied gel dries, it absorbs 10 points
Effects of the specified type of elemental damage each round.
Trigger touch; Reset none Elemental proofing wears off after 24 hours, and
Effect spell effect (sirocco, 4d6 + 11 fire damage [DC 19 Fort multiple applications of the gel do not stack. There are
for half ] plus fatigued, knocked prone [DC 19 Fort avoids], four different types of elemental proofing: acid proofing
flying creatures grounded [DC 15 Fly avoids]); multiple provides acid resistance 10, flame proofing provides fire
targets (all creatures in a 20-ft.-radius, 60-ft.-high cylinder resistance 10, frost proofing provides cold resistance
centered on the balloon trap tripwire) 10, and lightning proofing provides electricity resistance
10.
Dragon Muzzle Smoke Cover
Source Dragonslayer’s Handbook pg. 26 Source Dragonslayer’s Handbook pg. 26
Price 20 gp;
Weight 2 lbs. Price 75 gp;
Weight 10 lbs.
Category Animal Gear Category Adventuring Gear
Description This large leather muzzle is reinforced Description This small cauldron of alchemically
with steel chains, and is specifically shaped for a treated tar gives off thick, acrid smoke when ignited.
dragon’s snout. The muzzle is also treated with one type The smoke rises to an altitude of 25 feet, then spreads
of elemental proofing (see below) to prevent it from horizontally, creating an artificial smoke ceiling 5 feet
being destroyed by the dragon’s breath weapon. The thick. The smoke spreads to a 100-foot radius at a rate
muzzle has hardness 10, 40 hp, and a break DC of 30. A of 20 feet per round. The cauldron smokes for 5 rounds
dragon muzzle can be fitted on a dragon using the rules before burning out. After the cauldron finishes burning,
to tie up a pinned creature. A standard dragon muzzle the smoke lasts for 3 more rounds before dissipating. A
can be resized to fit dragons from size Tiny to Large. moderate wind (11+ mph) does not affect the heavy
For larger versions, the weight increases by a factor of 4 smoke, while a strong wind (21+ mph) disperses the
and the price doubles for each size increase. smoke in 2 rounds. The smoke is entirely opaque, which
Dragoncrafting Kit means creatures above the smoke can’t see the ground,
and those on the ground have a visual ceiling of 25 feet.
Source Dragonslayer’s Handbook pg. 26 Creatures on the other side of the smoke have total
Price 40 gp;Weight 4 lbs. concealment (50% miss chance, and the attacker can’t
Category Tools use sight to locate the target).
Description This kit contains all the butchers’ tools, Smoke cover is noxious, and any creature that begins
preservatives, and desiccants necessary to turn a its turn inside the smoke must succeed at a DC 18
dragon corpse into usable items. It provides the user Fortitude save or become sickened for 1d4 rounds.
with a +2 circumstance bonus on all Heal and Craft skill Previously sickened creatures that fail their saves are
checks made to harvest dragoncraft materials and instead nauseated for 1d6 rounds. Creatures immune to
create dragoncraft items (see page 14). poison are not affected by smoke cover’s sickening
effects.
Spotlight to a pinned creature’s wing with a successful grapple
check. Removing a wing hobble from a creature’s wing
Source Dragonslayer’s Handbook pg. 27 is a full-round action that provokes attacks of
Price 75 gp;
Weight 18 lbs. opportunity and requires the use of two hands.
Category Adventuring Gear
Description This large contraption functions like a Knight’s Kit
hooded lantern, shedding large amounts of light in a pg. 7
single direction. A spotlight also contains several Source Dragonslayer’s Handbook
17 lbs.
mirrors which amplify and aim the light. A spotlight Price 751 gp; Weight
Kits
creates a 5-foot-wide beam of normal light, which Category
This kit is designed for melee-focused
extends to a distance of 90 feet and continues for Description
warriors who hope to kill or capture a dragon. It
another 90 feet as dim light. It does not radiate any light includes 50 feet of chain, a crowbar, an everburning
outside the area of the beam. A spotlight does not torch, an application of fire (or frost) ward gel, fire-
increase the light level in normal light or bright light. A resistant boots, a potion of resist energy, three sacks, a
lantern burns for 1 hour on 1 pint of oil, and requires shield sconce, a simple lock, and a weapon cord.
two hands to move and one hand to aim.
Tracker’s Kit
Wind Platform
pg. 27 Source Dragonslayer’s Handbook pg. 7
Source Dragonslayer’s Handbook
5,000 gp; 1,600 lbs. Price 563 gp;
Weight 33 lbs.
Price Weight
Transport, Air Category Kits
Category
A rare and dangerous marvel from the Description The exact location of a dragon’s lair must
Description
strange nation of Alkenstar, this light, airborne device is sometimes be learned through exploration. This kit
held aloft by a huge buoyant balloon which is attached provides tools helpful in tracking a dragon back to its
by chains to an open-air wicker basket. lair and includes an area map, a climber’s kit, an elixir
of swimming, an everburning torch, a footprint book, a
A wind platform is socalled because it remains at the grappling hook, a hammer, eight pitons, four sacks, and
mercy of the winds, as it has no propulsion system of its 100 feet of silk rope.
own and can therefor not be used as much more than
an airborne watchtower or platform for the deployment Trickster’s Kit
of siege engines. pg. 7
The basket of a wind platform can hold as many as Source Dragonslayer’s Handbook
474 gp; 23 lbs.
six Medium creatures and two Large direct-fire siege Price Weight
Kits
engines, or any combination of smaller creatures and Category
For those brave enough to match wits
siege engines occupying the same space. The platform Description
with draconic intellects, this kit can help a dragonslayer
cannot withstand a carried weight of more than 3,000 sneak into or out of a dragon’s lair or trick a dragon
lbs. should the interloper be discovered. It includes a pot of
A wind platform has AC 4, harness 5, and 250 hp, and alchemical grease, a board game, five candles, a candle
takes double damage from acid and fire attacks. When lamp, a common snorkel, fake footprint shoes, a
reduced to half its total hit points (125 hp) the platform grappling hook, a mirror, a periscope, a potion of eagle’s
begins to descend at a rate of 20 ft. per round. When splendor, two sacks, a scent cloak, 50 feet of silk rope, a
reduced to one-quarter its total hit points (62 hp), the smokestick, a dose of sneezing powder, five tindertwigs,
rate of descent increases to 60 ft. per round. When and 50 feet of twine.
destroyed, all creatures and items on the wind platform
simply fall as normal.
Wing Hobble
Source Dragonslayer’s Handbook pg. 27
Price 75 gp;Weight 1-20 lbs.
Category Adventuring Gear
Description This large weight is attached to a sharp
steel hook which doubles as a carabiner. Once the steel
hook is punched through the skin of a flying creature’s
wing, the carabiner locks shut. The weight then acts as
an anchor, unbalancing the creature’s wings, which
prevents the creature from flying. The application of
wing hobbles causes 1d4 points of piercing damage,
and does not permanently disable the creature should
the hobble be removed. A wing hobble can be attached
Dragonslayer Gear Flechette bolt
Item Cost Weight Category
Source Dragonslayer’s Handbook pg. 27
Balloon Trap 150 gp 4 lbs. Adventuring Gear
Cost 30 gp
Weight 20 lbs.
Dragon Muzzle 20 gp 2 lbs. Animal Gear
Category Ammunition;
Proficiency Ammunition
Dragoncrafting Kit 40 gp 4 lbs. Tools
Description This ballista bolt consists of dozens of
Elemental Proofing 100 gp 1 lb. Alchemical Tools
small steel darts, called flechettes, which break away
Knight’s Kit 751 gp 17 lbs. Kits
after the bolt is released. If the bolt impacts anything
Smoke Cover 75 gp 10 lbs. Adventuring Gear
before it reaches a distance of 30 feet, it deals 1d8
Spotlight 75 gp 18 lbs. Adventuring Gear
points of damage. Between 30 and 60 feet away, the
Tracker’s Kit 563 gp 33 lbs. Kits
flechettes deploy, dealing piercing damage to every
Trickster’s Kit 474 gp 23 lbs. Kits
creature and object within a 30-foot-cone burst. After 60
Wind Platform 5,000 gp 1,600 lbs. Transport (air)
feet, the flechettes lose momentum and fall harmlessly
Wing Hobble 75 gp 1-20 lbs. Adventuring Gear
to the ground.
Dragonslayer Ammunition Separate attack rolls must be made against each
target hit by the burst. Light ballista flechettes deal 2d8
Item Cost Weight Category points of damage, while heavy ballista flechettes deal
Ballista Net 75 gp 15 lbs. Ammunition 3d8 points. Additionally, any winged creature hit by
Flak 500 gp 30 lbs. Ammunition flechettes has several holes punched in its wings, and
Flechette Bolt 30 gp 20 lbs. Ammunition has its fly speed reduced by 10 feet. The creature takes
Weighted Bolt 50 gp 40 lbs. Ammunition a –4 penalty on Fly checks until the damage is healed.
Ballista net Weighted bolt
Source Dragonslayer’s Handbook pg. 27 Source Dragonslayer’s Handbook pg. 27
Cost 75 gpWeight 15 lbs. Cost 50 gpWeight 40 lbs.
Category Ammunition;
Proficiency Ammunition Category Ammunition;Proficiency Ammunition
Description This ballista bolt is specially equipped Description This barbed ballista bolt is equipped with
with a net which unfurls as the bolt flies toward its a heavy weight at the end of a long chain. The bolt’s
target. Unlike a standard ballista bolt, a ballista net extra weight makes the bolt harder to fire accurately,
requires only a touch attack to hit. If a ballista net hits, it and imposes a –2 penalty on attack rolls. In addition to
deals no damage, but causes the target to become the normal damage dealt by a ballista bolt of its size, on
entangled. An entangled creature takes a –2 penalty on a successful hit the weighted bolt lodges itself into the
attack rolls and a –4 penalty to Dexterity, can move at target’s body, leaving the weighted chain hanging
only half speed, and cannot charge or run. loosely, imparting a –5 penalty on all Fly checks made
by the target. These penalties stack if a target is hit with
Flak multiple weighted bolts. A weighted bolt can be
Source Dragonslayer’s Handbook pg. 27 removed with a successful DC 25 Heal check or a DC
Cost 500 gpWeight 30 lbs. 20 Strength check.
Category Ammunition;
Proficiency Ammunition
Description Flak ammunition is a type of short-fused
bomb, specifically designed to explode in midair. Flak
ammunition is packed with steel balls and black
powder, and may be fired from a bombard or catapult.
When flak explodes, it deals 4d6 points of piercing and
bludgeoning damage to all creatures and objects within
40 feet of the target square. A flak bomb must reach an
altitude of at least 50 feet to function properly. If flak
ammunition impacts anything before it reaches this
altitude, the bomb deals 1d6 points of bludgeoning
damage and fails to explode.
Dragoncraft Items Wyrm Pesh
Dragoncraft Items are nonmagical objects made from Type ingested or inhaled; Addiction severe, Fortitude DC 24
specific parts of a true dragon’s body. Only those who Price 500 gp
have both the Dragoncrafting feat and the proper Effect 1 hour; 25 temporary hit points
materials from a newly slain dragon may craft the Effect 1 day; +2 alchemical bonus on saves against sleep
and paralysis effects Damage 1d2 Wis
following items. They derive special powers from their
origin, as from the skill of the person crafting them.
Creating a Dragoncraft Item is much like creating a Dragoncraft Items
masterwork weapon or similar item. In addition to the Item Cost Weight Crafting Skill Part
item itself (which may also include a masterwork Dahak’s Fire 50 gp 1/2 lb. Alchemy gall
component if it is a suit of armor, a weapon, or a shield), Draconic Perfume 75 gp 1/2 Alchemy musk
the character must create a Dragoncraft component. lbs.
A Dragoncraft component has a price that varies Dragon’s Blood 60 gp 1 lb. – blood
based on the specific item (see the descriptions below). Dragon’s Gut 50 gp 1/2 Alchemy acid
The Craft DC for creating a Dragoncraft component is lbs.
25. Only after all components of a Dragoncraft Item are Dragonblood varies 1/2 lb. Alchemy* blood
completed is the item considered finished. Elixir
Since Dragoncraft Items aren’t magical, they don’t Dragonbone Bow +100 +3 lbs. Bows bone
lose their powers in an antimagic field or similar effect. gp
For those effects that require a caster level, treat the Composite – – – –
caster level as 3rd or the lowest level possible to cast Longbow
the spell in question, whichever is higher. The powers Composite – – – –
from Dragoncraft Items don’t stack with similar or Shortbow
identical effects, as noted in the specific item Dragoncraft varies Same Armor hide
descriptions below. You can add magical qualities to a Armor or Shield
Dragoncraft Item (including enhancement bonuses for Light Armor 3,000 – – –
items such as armor and weapons), at the normal price, gp
but only if you possess the Dragoncrafter feat (in Medium Armor 6,000 – – –
addition to any other prerequisites). gp
Several Dragoncraft Items are described below. The Heavy Armor 11,000 – – –
description of each item gives a Dragoncraft price, gp
dragon part, and skill, as defined here. Dragonfang +300 2 lbs. Weapons tooth or
Weapon gp claw
Dragoncraft Price: This is the price of the Dragonhide 3,800 25 lbs. Armor or hide
component. Add the price of the item itself, as well Mantle gp Leatherworking
as the price for masterwork quality (300 gp for a Dragonskin Grip 250 gp – Bows or Weapons skin
weapon, 150 gp for a suit of armor or shield), to the Wyrm Pesh 500 gp – Alchemy blood
item’s full price. and
Dragon Part: The portion of a dragon’s body
Pesh
required to create the Dragoncraft Item. The cost of *Requires Brew Potion
this part is included in the Dragoncraft price. On
average, the part has a value equal to one-third of the Dahak’s Fire
Dragoncraft price, since it represents the raw Source Dragonslayer’s Handbook pg. 18
materials needed for the item. If the character Price 50 gp;
Weight 1/2 lb.
crafting the item supplies the part themselves Made with dragon’s gall, which is harvested from a
(perhaps from a dragon recently slain), reduce the recently deceased dragon’s liver, dragonfire is a volatile
Dragoncraft price for the item by one-third. alchemical reagent. Though inherently inert, the
Skill: The Craft skill needed to create the
substance ignites when it comes into contact with fast-
Dragoncraft component. moving air, which makes it ideal for application to
blades or arrows. When applied to a weapon or piece of
ammunition as a standard action, the weapon deals an
extra 2d6 points of fire damage on the next successful
hit.
The Dragoncrafting feat and a successful DC 20 Craft
(alchemy) check are required to convert 1 vial of
dragon’s gall into 1 application of Dahak’s Fire.
Draconic Perfume Dragonskin Grip
Source Dragonslayer’s Handbook pg. 18 Source Dragonslayer’s Handbook pg. 19
Price 75 gp;
Weight 1/2 lb. Price 250 gp;
Weight —
This exclusive perfume is produced using dragon Category Dragoncraft
musk, which is integral to draconic mating rituals. Made using the choicest, most malleable skin from a
Dragon musk is secreted in dragons‘ oil glands, and dragon’s underbelly, this specialized weapon grip can
harvesting it is a very delicate procedure. Though only be added to any weapon with a hilt or handle.
mildly fragrant, dragon musk can elicit a variety of Dragonskin grips may be added to an existing weapon,
effects when added to perfume. The effect depends or incorporated into a new weapon during crafting. The
largely on the other ingredients in the perfume, but a skin provides extra grip, granting the wielder a +2
single application of draconic perfume lasts only 1 hour, bonus to CMD against disarm attempts. Producing a
regardless of its specific properties. Some of the more dragonskin grip requires the Dragoncrafting feat and a
common additives are listed below. successful DC 15 Craft (bows or weapons) check.
Rosewood and myrrh: This concoction is an Dragon’s Gut
aphrodisiac, and any creature wearing this perfume pg. 19
gains a +2 circumstance bonus on Diplomacy checks Source Dragonslayer’s Handbook
50 gp; 1 lb.
and increases the DCs of any charm subschool spells Price Weight
A dragon’s stomach contains highly corrosive acid
cast during this time by 2. that can be crafted into an alchemical item called
Sage, bergamot, and cedar ash: This pungent aroma
has an imposing effect. Any creature wearing this dragon’s gut. When used as a thrown splash weapon,
perfume gains a +2 circumstance bonus on dragon’s gut deals 2d4 points of acid damage plus, on a
Intimidate checks and does not take any penalties direct hit, an additional 1d4 points of acid damage the
for attempting to Intimidate a larger opponent. following round, and it deals 1 point of acid damage to
Sulfur and honeycomb: This aroma is sometimes
all creatures within 5 feet of the impact point as normal
called “Hell’s Smell.” Any creature wearing this splash damage. Additionally, dragon’s gut has alternate
scent gains a +2 circumstance bonus on Bluff checks effects when used in place of acid as an alchemical
and increases the DC of any compulsion subschool power component.
Acid arrow: The spell lasts 1d3 rounds longer than
spells cast during this time by 2. usual.
Each vial of draconic perfume contains 1 application Acid fog: The fog takes on a sticky quality and clings
of the scent. Producing draconic perfume requires 1 vial to creatures within it. Any creature damaged by the acid
of musk, the Dragoncrafting feat, and a successful DC fog takes an additional 2d6 points of acid damage on
20 Craft (alchemy) check. the round after leaving the fog’s area of effect. The
creature can negate this additional damage by spending
Dragon’s Blood a standard action to wipe the clinging acid from its
pg. 19 body.
Acidic spray: The spell deals 1d8 points of acid
Source Dragonslayer’s Handbook
Price 60 gp;
Weight 1 lb. damage per caster level (maximum 15d8) instead of the
Renowned for its energizing and defensive properties, normal 1d6 per caster level on the round of its casting
dragon’s blood has a variety of effects, depending on (Reflex half). It still deals 1d6 points of damage per two
how it’s used. In addition to use in its raw form, it’s also caster levels on the following round as normal.
valuable as an alchemical ingredient. Below are two The Dragoncrafting feat and a successful DC 20 Craft
common uses for dragon’s blood, but clever (alchemy) check are required to convert 1 vial of
dragoncrafters may invent new uses as well. stomach acid into 1 vial of dragon’s gut.
Drinking: When imbibed, a vial of dragon’s blood
heals 1d4 points of damage. It also grants a +1 Dragonbone Bow
alchemical bonus on Will and Fortitude saving throws
for 1 minute. Source Draconomicon (3.5) pg. 117
Bathing: Covering oneself in dragon’s blood removes Price varies;
Weight +3 lbs.
1 permanent negative level. No more than 1 permanent A bow carved from a single bone of a dragon (a thigh
negative level can be removed from a single creature bone or similarly large bone) displays superior tensile
per week using this method. Bathing in dragon’s blood strength and power. Such a bow is considered a
requires 3 vials of dragon’s blood. Blood used in such a composite bow (short or long) with a strength rating set
manner is expended, and may not be reused. by the crafter. In addition, the bow’s range increment is
20 feet longer than normal for the bow’s type (90 feet
for a composite shortbow or 130 feet for a composite
longbow).
Dragonblood Elixir Dragonfang Weapon
Source Draconomicon (3.5) pg. 116 Source Draconomicon (3.5) pg. 117
Price varies;
Weight 1/2 lb. Price +300 gp;
Weight 2 lbs.
A Dragonblood Elixir is a concoction brewed from the Dragonfang weapons are masterwork weapons
concentrated blood of a true dragon, using the Brew crafted from the claws and teeth of a dragon. In addition
Potion feat. A Dragonblood Elixir grants the drinker a to the +1 nonmagical enhancement bonus on attack
+2 enhancement bonus to Strength (if brewed from a rolls granted by its masterwork quality, a dragonfang
chromatic dragon) or Charisma (if brewed from a weapon deals 1 point of energy damage on each
metallic dragon), as well as an additional effect as noted successful hit. The type of energy is the same as that of
on the table below, based on the dragon’s variety. You the dragon’s breath weapon. If a dragon doesn’t have a
can consume a Dragonblood Elixir as a full-round breath weapon that deals acid, cold, electricity, fire, or
action, (which provokes attacks of opportunity), and its sonic damage, dragonfang weapons made from its
effects last for 10 minutes. These effects are remains do not deal any extra damage. This damage is
extraordinary, not magical. treated as an extraordinary (and thus nonmagical)
feature of the weapon. It doesn’t stack with any other
Dragon Variety Effect Price energy damage (of the same type) dealt by the weapon.
Black darkvision 120 ft. 700 gp A single tooth or claw from a dragon can be crafted
Blue sound imitation* 900 gp into a light weapon of the same size category as the
Brass speak with animals 400 gp dragon, a one- handed weapon of one size category
Bronze water breathing 1,000 gp smaller, or a two-handed weapon of two size categories
Copper spider climb 700 gp smaller. A single dragon’s body can provide enough
Gold polymorph** 1,700 gp material for up to twelve weapons. Only piercing and
Green suggestion** 1,200 gp slashing weapons may be created as dragonfang
Red
Silver
dragon’s breath (fire)**
cloudwalking*
1,400 gp
1,400 gp
weapons.
White icewalking* 600 gp Dragonhide Mantle
*Functions as the dragon ability of the same name Source Draconomicon (3.5) pg. 118
**This ability is usable only once during the Elixir’s Price 3,800 gp;
Weight 25 lbs.
duration. Its effects last until the end of the duration. A dragon’s hide can be rendered flexible enough to
wear as a cloak. Crafting a dragonhide mantle requires
Dragoncraft Armor or Shield as much hide as a suit of hide armor, and the mantle
pg. 117 must be created to fit the wearer’s size.
Source Draconomicon (3.5)
varies; same as armor A dragonhide mantle grants the wearer resistance 5
Price Weight
Dragoncraft armor and shields are masterwork against a specific type of energy, as appropriate to the
versions of armor and shields crafted from a dragon’s dragon (acid for black, copper, or green; cold for silver
hide that also grant energy resistance. A suit of or white; electricity for blue or bronze; fire for brass,
dragoncraft armor or a dragoncraft shield grants the gold, or red). This resistance is treated as an
wearer resistance 5 against a specific type of energy, as extraordinary (and thus nonmagical) feature of the
appropriate to the dragon (acid for black, copper, or mantle. It doesn’t stack with any other energy resistance
green; cold for silver or white; electricity for blue or (of the same type) possessed by the character.
bronze; fire for brass, gold, or red). This resistance is In addition, the wearer of a dragonhide mantle gains
treated as an extraordinary (and thus nonmagical) a +2 circumstance bonus on Intimidate checks against
feature of the armor. It doesn’t stack with any other dragons.
energy resistance (of the same type) possessed by the Wyrm Pesh
character. In addition, dragoncraft armor is treated as pg. 19
one category lighter for purposes of movement and Source Dragonslayer’s Handbook
500 gp; —
other determinations. Heavy dragoncraft armors are Price Weight
Dragoncraft
treated as medium, and medium and light armors are Category
This rare and expensive variant of
treated as light. Armor check penalties are reduced by 2 Description
standard Garundi pesh is produced by introducing a vial
(including the 1-point reduction for masterwork armor of dragon’s blood into a dose of pesh during the refining
or shield). Dragoncraft armor has the normal maximum process, and has a noticeable reddish tint. While the
Dexterity bonus. drug provides a more potent high and fewer immediate
Dragoncraft armor can be hide armor, scale mail, penalties, it is highly addictive, and unless a user has a
half-plate, or full plate armor. Dragoncraft shields can steady supply of dragon’s blood, the cost to her
be light or heavy. wellbeing can be severe.
PART 3
Feats
Feats
Courage in Numbers (Teamwork) feats or class abilities. This does not transfer any
enhancement bonuses on a shield to Reflex saves.
Source Dragonslayer’s Handbook pg. 21
Your allies give you courage when you face an enemy Cunning Sidestep (General)
as one.
Prerequisites: Iron Will. Source Draconomicon (3.5) pg. 103
You have a better than normal chance to avoid being
Benefit: You gain a +2 morale bonus on saves against bull rushed or tripped.
fear for every ally within 10 feet who possesses this feat Improved Unarmed Strike, Clever
(maximum +8). Prerequisites:
Wrestling, size Small or Medium
Benefit: When your opponent is larger than Medium-
Clever Wrestling (General) size, you gain a circumstance bonus on your combat
Source Draconomicon (3.5) pg. 103 manuever defense or opposed check to avoid being bull
You have a better than normal chance to escape or rushed, tripped, knocked down or pushed. The size of
wriggle free from a big creature’s grapple or pin. the bonus depends on your opponent’s size:
Prerequisites: Improved Unarmed Strike, size Small
or Medium Opponent Size Bonus
Benefit: When your opponent is larger than Medium-
Colossal +8
size, you gain a circumstance bonus on your combat Gargantuan +6
manuever check to escape the grapple or pin. The size Huge +4
of the bonus depends on your opponent’s size: Large +2
Opponent Size Bonus Death from Below (Combat)
Colossal
Gargantuan
+8
+6
Source Dragonslayer’s Handbook pg. 25
You have been trained to fight flying creatures.
Huge +4 Prerequisites: Base attack bonus +1.
Large +2 Benefit: You gain a +2 circumstance bonus against
flying opponents when you have set a weapon against a
Close-Quarters Fighting charge, or when you are allowed an attack of
(General) opportunity against the flying opponent.
Source Draconomicon (3.5) pg. 103 Deft Strike (General)
You are skilled at fighting at very close range and in
evading grapple attempts.
Source Draconomicon (3.5) pg. 103
Prerequisites: Base attack bonus +3 You can place attacks at weak points in your
Benefit: You can make an attack of opportunity when opponent’s defenses.
Int 13, Combat Expertise, Perception
someone tries to grapple you, provided you are not flat- Prerequisites:
10 ranks, sneak attack +1d6
footed or already grappled, even if the attacker has the Benefit: As a standard action, you can attempt to find
Improved Grapple feat or grab ability. Any damage you weak points in a visible target’s armor. This requires a
deal with your attack of opportunity apples as a bonus to Perception check with a DC equal to your opponent’s
your combat manuever defense to avoid being grappled. Armor Class. If you succeed, your next attack against
This feat does not grant you an additional attack of that target (which must be made no later than your next
opportunity in a round, so the feat does not help you if turn), ignores the target’s armor bonus and natural
you have none available. armor bonus to AC (including any enhancement
Covering Shield (Combat) bonuses to armor or natural armor). Other AC bonuses
pg. 24 apply normally.
Source Dragonslayer’s Handbook If you use a ranged weapon to deliver this attack, your
You can use your shield to protect your most opponent must be within 30 feet of you in order for you
vulnerable parts from area effects.
Prerequisites: Dex 13, Shield Focus, Shield to benefit from this feat.
Proficiency.
Benefit: While using a shield of the type to which your
Shield Focus feat applies, you gain a bonus on Reflex
saves against area of effect attacks equal to your shield’s
base bonus to armor class plus any bonuses granted by
Dragon Cohort (General) Dragon Familiar (General)
Source Draconomicon (3.5) pg. 104 Source Draconomicon (3.5) pg. 104
You gain the service of a loyal dragon ally. When you are able to acquire a new familiar, you may
Prerequisites: Character level 9th, Leadership, Speak select a wyrmling dragon as a familiar.
language (Draconic) Prerequisites: Cha 13, ability to acquire a new
Benefit: You gain a cohort selected from the table familiar, arcane spellcaster level 7th, compatible
listed below, Dragon Cohorts, just as you would by alignment, Speak Language (Draconic)
selecting the Leadership feat. However, you may treat Benefit: When acquiring a new familiar, you can
the dragon’s CR as if it were 3 lower than indicated. choose a wyrmling dragon.
Dragon Alignment Challenge Rating* Dragon Hunter (General)
Pseudodragon
White (wyrmling)
NG
CE
1
2
Source Draconomicon (3.5) pg. 104
You have made a special study of dragons and know
Brass (wyrmling) CG 3
how to defend against a dragon’s attacks.
Black (wyrmling) CE 3
Prerequisites: Wis 13
Copper (wyrmling) CG 4
Benefit: You gain a +2 dodge bonus to Armor Class
Green (wyrmling) LE 4
against attacks made by dragons and a +2 competence
White (very young) CE 4
bonus on saving throws against the spells, attacks, and
Black (very young) CE 5
special abilities of dragons. Likewise, you gain a +2
Blue (wyrmling) LE 5
competence bonus on any opposed check (such as a bull
Brass (very young) CG 5
rush attempt or a grapple check) you make against a
Bronze (wyrmling)
Copper (very young)
LG
CG
5
6
dragon.
Green (very young) LE 6 Dragon Hunter Bravery
Red (wyrmling) CE 6
Silver (wyrmling) LG 6
(General)
White (young) CE 6 Source Draconomicon (3.5) pg. 104
Wyvern N 6 You resist dragons’ frightful presence, and your mere
Gold (wyrmling) LG 7 presence helps others resist as well.
Black (young) CE 7 Prerequisites: Wis 13, Dragon Hunter
Blue (very young) LE 7 Benefit: You and all allies within 30 feet who can see
Bronze (very young) LG 7 you are treated as having +4 HD for the purposes of
Brass (young) CG 7 determining your resistance to the frightful presence of
White (juvenile) CE 7 dragons. All creatures so affected also gain a +4 morale
Silver (very young) LG 8 bonus on Will saves made to resist a dragon’s frightful
Black (juvenile) CE 8 presence.
Brass (juvenile) CG 8 Your animal companion, familiar, or special mount
Copper (young) CG 8 automatically succeeds on its Will save to resist the
Green (young) LE 8 dragon’s frightful presence if you succeed on yours (or if
Red (very young) CE 8 your effective Hit Dice total makes you immune).
Gold (very young) LG 9
Blue (young) LE 9 Dragon Hunter Defense
Dragon Turtle N 9 (General)
Bronze (young)
Copper (juvenile)
LG
CG
9
9 Source Draconomicon (3.5) pg. 104
Green (juvenile) LE 9 Your insight into the tactics and abilities of dragons
Silver (young) LG 10 grants you awareness of how best to avoid their magical
attacks.
Red (young) CE 10
Prerequisites: Wis 13, Dragon Hunter
Gold (young) LG 11
Benefit: You gain the evasion ability against the
*Subtract 3 if using the Dragon Cohort feat breath weapons of dragons. (If a dragon’s breath
weapon allows a Reflex save for half damage, a
successful save indicates that you take no damage.)
Also, you gain a bonus equal to 1/2 your character
level on all saving throws you make against the
supernatural or spell-like abilities of dragons.
Dragon Steed (General) Dragoncrafting (General)
Source Draconomicon (3.5) pg. 105 Source Dragonslayer’s Handbook pg. 18
You have earned the service of a loyal draconic steed. You have the ability to create rare and valuable items
Prerequisites: Ride 8 ranks, Cha 13, Speak Language from the bodies of fallen true dragons.
(Draconic) Prerequisites: Craft (any) 5 ranks, Knowledge
Benefit: You gain the service of a dragonnel as a (arcana) 3 ranks
steed. It serves loyally as long as you treat it fairly, much Benefit: You gain the ability to create a variety of
like a cohort. dragoncraft items from materials gathered from the
Special If you have a special mount (such as from the bodies of true dragons (not lesser dragons, such as
paladin class feature), this dragonnel replaces your linnorms or wyverns). Crafting dragoncraft items takes
special mount. 1 hour per 100 gp of items being produced. In order to
Dragon Wild Shape (General)
gather specimens from a dragon’s corpse, you must
succeed at a Heal check equal to 10 + the dragon’s CR
Source Draconomicon (3.5) pg. 105 within 48 hours of the dragon’s death (unless the body
You can take the form of a dragon. is preserved in some way). Refer to the table below to
Prerequisites: Knowledge (nature) 15 ranks, Wis 19, determine how much of a given material can be
wild shape ability harvested from a dragon based on its size.
Benefit: You can use your wild shape ability to change
into a Small or Medium dragon. You gain all the Table: Dragoncraft Materials by Dragon
Size
extraordinary and supernatural abilities of the dragon
whose form you take, but not any spell-like abilities or Size Blood Acid Gall Musk Skin
spellcasting powers. Tiny 2 vials 1 vial 1 vial — 1 grip
Small 3 vials 1 vial 1 vial 1 vial 2 grips
Dragonbane (General) Medium 4 vials 2 vials 2 vials 1 vial 2 grips
Source Draconomicon (3.5) pg. 105 Large
Huge
5 vials
6 vials
2 vials
3 vials
2 vials
2 vials
2 vials
2 vials
2 grips
3 grips
You have made a special study of dragons and are
adept at pulling off deliberate attacks that take Gargantuan 7 vials 3 vials 3 vials 3 vials 3 grips
advantage of a dragon’s weak spots. Colossal 8 vials 4 vials 3 vials 3 vials 3 grips
Prerequisites: Dragonfoe, Int 13, Base attack bonus Table: Dragoncraft Armor Sets by Dragon
+6 Size
Benefit: You may use a full-round action to make a
single attack (melee or ranged) against a dragon with a Full Plate
+4 bonus on the attack roll. Such an attack deals an Banded or
extra 2d6 points of damage if it hits. For a ranged Size Hide Mail Half-Plate Breastplate Shield?
attack, the dragon must be within 30 feet to gain the Tiny Diminutive Fine — — No
bonus to hit and the extra damage. Small Tiny Diminutive Fine — No
Special: The bonus on the attack roll and the extra Medium Small Tiny Diminutive Fine No
damage stack with the benefits provided by a weapon Large Medium Small Tiny Diminutive Yes
with the bane (dragons) special ability. In the case of a Huge Large Medium Small Tiny Yes
critical hit, the extra damage dice aren’t multiplied. Gargantuan Huge
Colossal
Large
Gargantuan Huge
Medium Small
Large Medium Yes
Yes
Dragonfoe (General)
Source Draconomicon (3.5) pg. 105 Dragondoom (General)
You have learned how to how to attack dragons more Source Draconomicon (3.5) pg. 104
effectively than most other individuals. You have learned how to place blows against a
Prerequisites: Int 13 dragon that deal tremendous damage.
Benefit: You gain a +2 bonus on attack rolls against Prerequisites: Dragonbane, Dragonfoe, Int 13, Base
dragons and a +2 bonus on caster level checks made to attack bonus +10
overcome a dragon’s spell resistance. Also, dragons Benefit: When you attack a dragon, the critical
take a —2 penalty on saving throws against your spells, multiplier of your weapon improves as noted below.
spell-like abilities, and supernatural abilities.
Critical Multiplier Modification
Normal Multiplier New Multiplier
x2 x3
x3 x5
x4 x7
Dragon-Touched (Story) Dragonslayer (Combat)
Source Dragonslayer’s Handbook pg. 13 Source Dragonslayer’s Handbook pg. 25
Your life has been shaped by an encounter with a You have been trained to fight dragons.
powerful dragon, and you have dedicated your life to Prerequisites: Knowledge (arcana) 4 ranks, base
seeing that dragon dead. attack bonus +4.
Prerequisites: You must have been knocked Benefit: Whenever you confirm a critical hit against
unconscious in an encounter with a challenging an opponent that has a breath weapon, you can forgo
draconic foe or have a regional background tied to a the extra critical damage to instead prevent your foe
specific dragon (such as those presented in this section from using its breath weapon for a number of rounds
or a similar trait). equal to twice the critical multiplier of your attack, in
Benefit: Choose one kind of dragon (such as blue, addition to any normal delay mentioned in the breath
green, or silver). You gain a +2 bonus on Reflex saves weapon effect’s description.
against the breath weapons of dragons of the chosen Dragonsong (General)
kind, as well as a +1 bonus on attack rolls and a +1
dodge bonus to AC against members of the same Source Draconomicon (3.5) pg. 105
dragon kind. Your song or poetics echo the power of the
Goal: Defeat the specific dragon linked to your dragonsong, an ancient style of vocal performance
prerequisite. created by dragons in the distant past.
Completion Benefit: You gain the ability to select a Prerequisites: Knowledge (arcana) 4 ranks, Perform
new dragon kind whenever you wish. You must first 6 ranks, Speak Language (Draconic), Cha 13,
defeat a member of the selected kind with a CR equal to Benefit: You gain a +2 bonus on Perform checks
or greater than your character level. In addition, you involving song, poetics, or any other verbal or spoken
gain a +2 bonus on initiative checks when facing a form of performance. In addition, the DC of any saving
dragon of your selected kind. throw required by mind-affecting effects based on your
Dragonfriend (General) song or poetics (such as bardic music) is increased by
+2.
Source Draconomicon (3.5) pg. 104 Dragonthrall (General)
You are a known and respected ally of dragons.
Prerequisites: Speak Language (Draconic), Cha 11, Source Draconomicon (3.5) pg. 104
Benefit: You gain a +4 bonus on Diplomacy checks You have pledged your life to the service of evil
made to adjust the attitude of a dragon, and a +2 bonus dragonkind.
on Ride checks made when you are mounted on a Prerequisites: Speak Language (Draconic)
dragon. In addition, you gain a +4 bonus on saves Benefit: You gain a +4 bonus on any Bluff check made
against the frightful presence of good dragons. against a dragon, and a +2 bonus on Ride checks made
Special: You can’t select this feat if you have already when you are mounted on a dragon. You gain a +4
taken the Dragonthrall feat. bonus on saves against the frightful presence of evil
Dragonheart (General) dragons. You take a —2 penalty on saves against
enchantment spells and effects cast by dragons.
Source Dragonslayer’s Handbook pg. 25 Special You can’t select this feat if you have already
Your familiarity with dragonkind makes you less taken the Dragonfriend feat.
susceptible to their abilities.
Prerequisites: Knowledge (arcana) 1 rank. Flaying Critical (Combat,
Benefit: You gain a +1 bonus on all saving throws Critical)
against auras, breath weapons, spell-like abilities, spells, pg. 25
supernatural abilities, and other special attacks of Source Dragonslayer’s Handbook
creatures with the dragon type. Your critical hits weaken your opponents’ defenses.
Prerequisites: Critical Focus, base attack bonus +11
Benefit: Whenever you score a critical hit, your
opponent takes a 1 penalty to its natural armor bonus
–
for the duration of the encounter. This penalty is
cumulative, but cannot reduce an opponent’s natural
armor bonus below 0.
Frightful Presence (General) Overwhelm (Combat,
Source Draconomicon (3.5) , pg. 105 Teamwork)
Like a dragon, your mere presence can terrify those
around you.
Source Dragonslayer’s Handbook pg. 21
Prerequisites: Intimidate 9 ranks, Cha 15 You can overwhelm large foes with sheer numbers.
You are considered to be flanking an
Benefit: You gain the use of the frightful presence Benefit:
opponent if at least one ally who also has this feat is
ability. Whenever you attack or charge, all opponents threatening that opponent and the opponent is at least
within a radius of 30 feet who have fewer levels or Hit two size categories larger than the larger of you or your
Dice than you become shaken for a number of rounds ally, regardless of your actual positioning.
equal to 1d6 + your Cha modifier. The effect is negated Normal: You must be positioned opposite an ally to
by a Will save (DC 10 + 1/2 your character level + your flank an opponent.
Cha modifier). A successful save indicates that the
opponent is immune to your frightful presence for 24 Porcupine Defense (Combat)
hours. This ability can’t affect creatures with an pg. 25
Intelligence of 3 or lower, nor does it have any effect on Source Dragonslayer’s Handbook
dragons. You are a threat to opponents that try to overwhelm
you.
Overhead Thrust (General) Prerequisites: Combat Expertise, Combat Reflexes,
, pg. 106 base attack bonus +6.
Source Draconomicon (3.5) Benefit: Whenever an opponent of at least one size
You can deal a nasty attack to anything that tries to category larger than yourself attempts a combat
crush or run over you.
Close-Quarters Fighting, Power maneuver attack against you, you gain a +2 bonus on
Prerequisites:
Attack, Base attack bonus +6 any allowed attacks of opportunity. If your opponent
Benefit: You can use a slashing or piercing weapon to
may make such attacks without provoking attacks of
make an attack of opportunity against a foe using an opportunity, you instead gain a +2 bonus to CMD
attack designed to batter you from above, such as an against such maneuvers.
overrun, trample, power dive, or dragon crush attack. Reach Defense (Combat)
You cannot use this feat if you are flat-footed or already pg. 25
grappled. This feat does not grant you an additional Source Dragonslayer’s Handbook
attack of opportunity in a round, so the feat does not You are proficient at avoiding polearms and long-
help you if you have no attacks of opportunity available. limbed creatures.
Dex 15
You gain a special attack modifier based on your Prerequisites:
You gain a +2 dodge bonus to Armor Class
opponent’s size, as shown below. If your attack hits, you Benefit:
against attacks of opportunity from opponents that are
deal triple damage. not adjacent to you.
Size Multiplier Modification Special: This feat counts as Dodge for the purposes of
Normal Multiplier New Multiplier
qualifying for the Mobility and Spring Attack feats.
Colossal +16 Sense Weakness (General)
Gargantuan
Huge
+12
+8 Source Draconomicon pg. 106
Large +4 You can take advantage of subtle weaknesses in your
opponents’ defenses.
Medium or smaller +0
Any extra damage dice your attack deals (such Prerequisite Combat Expertise, Weapon Focus, Int
Special
as from a sneak attack ability or a weapon special 13
Benefit Whenever you attack with a weapon with
ability) are not multiplied by this feat. If you score a which you have selected the Weapon Focus feat, you
critical hit with your attack, the extra damage you deal may ignore up to 5 points of the target’s damage
stacks with the extra damage from this feat. Add the reduction (regardless of the material or enhancement
damage multipliers together according to the standard bonus of your weapon) or hardness. This benefit can’t
rule. For example, if your weapon deals double damage reduce the effective damage reduction or hardness of a
on a critical hit, any critical hit you score while also target to less than 0.
using this feat deals quadruple damage.
Snoutgrip (Combat)
Source Dragonslayer’s Handbook pg. 25 You can hold
an opponent’s mouth shut.
Prerequisites: Combat Expertise, Combat Reflexes,
Improved Grapple, Improved Unarmed Strike, base
attack bonus +12 or 10th-level monk.
Benefit: As an immediate action, whenever an
opponent up to one size category larger than you misses
you with its bite attack, you can attempt a grapple with a
–5 penalty on the check. If you succeed, you have
grappled your opponent and are holding its mouth shut,
preventing it from using its bite attack, breath weapon,
or spells with a verbal component until it escapes your
grapple. You may make this grapple attempt even if the
target is out of your reach.
Tandem Evasion (Combat,
Teamwork)
Source Dragonslayer’s Handbook pg. 21
You and your allies help each other evade deadly
attacks.
Prerequisites: Dex 13, Dodge.
Benefit:When adjacent to an ally who also has this
feat, you gain evasion against a dragon’s breath weapon
and tail sweep special attacks. If you already have
evasion, you gain improved evasion instead.
Wingclipper (Combat)
Source Dragonslayer’s Handbook pg. 25
Your attacks can prevent winged opponents from
flying.
Prerequisites: Base attack bonus +9.
Benefit: Whenever you confirm a critical hit against
an opponent that uses wings to fly, you can forgo the
extra critical damage to instead prevent it from flying for
a number of rounds equal to twice the critical multiplier
of your attack. Opponents that are flying at the time of
the critical effect must succeed at a DC 20 Fly check to
avoid taking falling damage.
PART 4
Draconic Magic
Spells
Player Character Spells objects are worn, carried by, or in contact with the
target. For instance, if a creature is the target, its
Antidragon Aura equipment remains unaffected.
Material Component: A pinch of iron filings mixed
Abjuration
Level: Cleric 4, Sorcerer 4, Witch 4, Wizard 4 with ruby dust worth 100 gp.
Components: V, S, M, DF Aura of Evasion
Casting Time: 1 standard action Abjuration
Range: Close (25 ft. + 5 ft./2 levels) Level: Cleric 5, Sorcerer 6, Wizard 6
Target: 1 creature/two levels, no two of which can be Components: V, S, M, DF
more than 30 ft. apart Casting Time 1 standard action
Duration: 1 minute/level Saving Throw: Will negates Area: 10-ft.-radius emanation centered on you
(harmless) Duration: 1 minute/level
Spell Resistance: Yes (harmless) Saving Throw: No
All targets gain a +2 luck bonus to Armor Class and Spell Resistance: No
on saving throws against the attacks, spells, and special You and all creatures within 10 feet of you gain
attacks (extraordinary, supernatural, and spell-like) of evasion, but only against breath weapons.
dragons. This bonus increases by +1 for every four (If a breath weapon would normally allow a Reflex
caster levels above 7th (to +3 at 11th, +4 at 15th, and a saving throw for half damage, a creature within an aura
maximum of +5 at 19th). of evasion that successfully saves takes no damage
Material Component: A chunk of platinum worth at instead).
least 25 gp (slightly less than 1 ounce). The effect of this spell doesn’t stack with any existing
Antimagic Ray evasion or improved evasion abilities.
Material Component: Powdered emerald worth 500
Abjuration
Level: Sorcerer 7, Witch 7, Wizard 7 gp.
Components: V, S, M Bolt of Glory
Casting Time: 1 standard action Evocation [Good]
Range: Close (25 ft. + 5 ft./2 levels) Level: Glory 6, Paladin 4
Target: One creature or object Components: V, S, DF
Duration: 1 round/level Casting Time: 1 standard action
Saving Throw: Will negates (object) Range: Close (25 ft. + 5 ft./2 levels)
Spell Resistance: Yes (object) Effect: Ray
An invisible ray projects from your fingers. Duration: Instantaneous
You must succeed on a ranged touch attack with the Saving Throw: None
ray to strike a target. Spell Resistance: Yes
The target, if struck, functions as if it were inside an You project a bolt of positive energy at a single
antimagic field. creature. You must make a successful ranged touch
If this spell is used against a creature, the target can’t attack to strike your target.
cast spells or can’t use supernatural or spell-like The bolt deals 1d12 points of damage per two caster
abilities, nor do such abilities have any effect on the levels (maximum 7d12). Against undead, evil outsiders,
creature. and creatures native to the Negative Energy Plane, the
However, the creature can still use spell completion bolt instead deals 1d12 points of damage per caster
items (such as scrolls) or spell trigger items (such as level (maximum 15d12). The bolt deals no damage to
wands), even though it can’t cast the spells required. good outsiders or creatures native to the Positive
If this spell is used against an object, that object’s Energy Plane.
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
Cheat of energy for the remainder of the spell’s duration (just
Transmutation [Evil] as if you were under the effect of a resist energy spell of
Level: Bard 1, Sorcerer 1, Wizard 1, Greed 1 the appropriate type).
Components: V, S, AF Once the energy type protected against by a particular
Casting Time: 1 standard action casting of this spell is determined, it can’t be changed.
Range: Personal You can’t have more than one contingent energy
Target: You resistance in effect on yourself at the same time—if you
Duration: 1 minute/level or until used cast the spell a second time while an earlier casting is
Saving Throw: None still in effect, the earlier spell automatically expires.
Spell Resistance: No The energy resistance granted by this spell does not
At one point during the duration of this spell, you can stack with similar benefits against the same energy type
attempt to alter the outcome of a game of chance. (such as from the resist energy spell).
This spell can only affect nonmagical games, such as However, it is possible to be simultaneously under the
those using cards or dice. effect of resist energy (fire) and contingent energy
It cannot affect a game involving magic, nor a magic resistance (electricity), or any other two such spells that
item involved in a game of chance (such as a deck of protect against different types of energy.
many things). Material Component: A pearl worth at least 100 gp.
Whenever a roll is made to determine the outcome of Crown of Glory
the game, a character under the effect of this spell may
demand a reroll and take the better of the two rolls. For Evocation
Glory 8, Paladin 4
example, Darkon is playing a game that he has a 1 in 4 Level:
V, S, M, DF
chance of winning. The DM secretly rolls 1d4 and tells Components:
1 standard action
the player that Darkon lost. Because Darkon is under Casting Time:
120 ft.
the effect of a cheat spell, the player can have the DM Range:
120-ft.-radius emanation, centered on you
reroll. The spell alters probability, so there is no Area:
1 minute/level
subterfuge that another character could notice (except Duration:
Will negates
for the casting of the spell itself ). Saving Throw:
Yes
Focus: A pair of dice made from human bones.
Spell Resistance:
You are imbued with an aura of celestial authority,
Cloak of Bravery inspiring awe in all lesser creatures that behold your
Abjuration [Mind-Affecting] terrible perfection and righteousness.
Level: Paladin 2, Cleric 3 You gain a +4 enhancement bonus to Charisma for
Components: V, S the duration of the spell.
Casting Time: 1 standard action All creatures in the spell’s area with fewer than 8 Hit
Range: 60 ft. Dice or levels cease whatever they are doing and are
Area: 60-ft.-radius emanation centered on you compelled to pay attention to you.
Duration: 10 minutes/level Any such creature that wants to take hostile action
Saving Throw: Will negates (harmless) against you must succeed on a Will save to do so.
Spell Resistance: Yes (harmless) Any creature that fails this save the first time it
All allies within the area (including you) gain a morale attempts a hostile action is enthralled for the duration of
bonus on saving throws against fear effects equal to the spell (as the enthrall spell) as long as it is in the
your caster level (max +10). spell’s area, and it will not try to leave the area on its
own.
Contingent Energy Resistance Creatures with 8 or more Hit Dice are not affected by
Abjuration this spell. When you speak, all listeners telepathically
Level: Cleric 4, Druid 4, Sorcerer 5, WItch 5, understand you, even if they do not understand your
Wizard 5 language.
Components: V, S, M While the spell lasts, you can make up to three
Casting Time: 1 minute suggestions to creatures of fewer than 8 HD in range, as
Range: Personal if using the mass suggestion spell (Will negates);
Target: You creatures with 8 HD or more are not affected by this
Duration: 1 hour/level (D) power.
This spell functions similarly to contingency, but with Material Component: An opal worth at least 200 gp.
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
Death Dragon Draconic Suppression
Necromancy [Evil, Fear, Mind-Affecting] Abjuration
Level: Cleric 7, Witch 7 Level: Sorcerer 5, Witch 5, Wizard 5
Components: V, S, DF Casting Time: 1 standard action
Casting Time: 1 round Components: V, S
Range: Personal Range: close (25 ft. + 5 ft./level)
Effect: Dragon-shaped armor of energy and bones Target: one dragon
Duration: 1 round/level (D) Duration: 1 round/level (D)
Spell Resistance: No Saving Throw: Fort negates
Saving Throw: None Spell Resistance: yes
You summon unholy power to gird yourself in a A dragon that fails its saving throw cannot use its
dragon-shaped cocoon of bones and negative energy. breath weapon for the duration of the spell and is
The cocoon gives you a +4 enhancement bonus to treated as one age category younger for determining
your natural armor and a +4 deflection bonus to Armor which special abilities it can use. For example, an
Class, plus 1 temporary hit point per caster level ancient green dragon would revert to the special
(maximum 20). abilities of a very old dragon and lose access to its
You are treated as armed when you make unarmed miasma ability and its dominate person spell-like ability.
attacks, and you deal damage as if your limbs were This spell has no effect on a dragon’s armor class, feats,
short swords of an appropriate size. frightful presence, hit points, physical attacks, saving
You can use your off hand to attack, incurring the throws, senses, size, skills, spellcasting, or statistics.
standard two-weapon fighting penalties.
The death dragon prevents you from casting spells Dragon Ally
with somatic, material, or focus (but not divine focus) Conjuration (Summoning)
components, but does not otherwise hinder your actions Level: Sorcerer 7, Wizard 7, Dragon 7
or movement. Components: V, XP
As a standard action, you may project a cone of fear Effect: Up to two summoned dragons, totaling no
or make a melee touch attack to use inflict critical more than 18 HD, no two of which can be more than 30
wounds on the creature touched. ft. apart when they appear
These effects are otherwise identical to the spells of As lesser dragon ally, except you may summon a
the same names. single dragon of up to 18 HD or two dragons of the
same kind whose HD total no more than 18. The
Draconic Might dragons agree to help you and request your return
Transmutation payment together.
Level: Paladin 4, Sorcerer 5, Witch 5, Wizard 5 XP Cost: 250 XP.
Components: V, S, M
Casting Time: 1 standard action Dragon Ally, Greater
Range: Touch Conjuration (Summoning)
Target: Living creature touched Level: Sorcerer 9, Wizard 9
Duration: 1 minute/level (D) Components: V, XP
Saving Throw: Fortitude negates (harmless) Effect: Up to three summoned dragons, totaling no
Spell Resistance: Yes (harmless) more than 27 HD, no two of which can be more than 30
The subject of the spell gains a +5 enhancement ft. apart when they appear
bonus to Strength, Constitution, and Charisma. It also As lesser dragon ally, except you may summon a
gains a +4 enhancement bonus to natural armor. single dragon of up to 27 HD or up to three dragons of
Finally, it has immunity to magic sleep and paralysis the same kind whose HD total no more than 27. The
effects. dragons agree to help you and request your return
Special: Sorcerers with the Draconic bloodline cast payment together.
this spell at +1 caster level. XP Cost: 500 XP.
Dragon Ally, Lesser damage of a creature’s natural attack below 1d2 with
Conjuration (Summoning) this spell.
Level: Sorcerer 5, Wizard 5 Dragonsight
Components: V, XP
Casting Time: 10 minutes Transmutation
Bard 5, Sorcerer 5, Witch 5, Wizard 5
Range: Close (25 ft. + 5 ft./2 levels) Level:
V, S, AF
Effect: One summoned dragon of up to 9 HD Components:
1 standard action
Duration: Instantaneous Casting Time:
Personal
Saving Throw: None Range:
You
Spell Resistance: No Target:
1 minute/level (D)
This spell summons a dragon. You may ask the Duration:
None
dragon to perform one task in exchange for a payment Saving Throw:
No
from you. Tasks might range from the simple (fly us Spell Resistance:
You gain the visual acuity of a dragon, including low-
across the chasm, help us fight a battle) to the complex light vision, darkvision, and blindsense.
(spy on our enemies, protect us on our foray into the You can see four times as well as a normal human in
dungeon). You must be able to communicate with the lowlight conditions and twice as well in normal light.
dragon to bargain for its services. The summoned Your darkvision has a range of 10 feet per caster
dragon requires payment for its services, which takes level.
the form of coins, gems, or other precious objects the Your blindsense has a range of 5 feet per caster level.
dragon can add to its hoard. This payment must be You do not need to make Perception checks to notice
made before the dragon agrees to perform any services. creatures within range of your blindsense.
The bargaining takes at least 1 round, so any actions by None of these effects stack with any low-light vision,
the creature begin in the round after it arrives. darkvision, or blindsense you may already have.
Tasks requiring up to 1 minute per caster level Focus: A dragon’s eye.
require a payment of 100 gp per HD of the summoned
dragon. For a task requiring up to 1 hour per caster Dragonskin
level, the creature requires a payment of 500 gp per HD.
Long-term tasks (those requiring up to 1 day per Transmutation
Sorcerer 3, Witch 3, Wizard 3
caster level) require a payment of 1,000 gp per HD. Level:
S, M
Especially hazardous tasks require a greater gift, up to Components:
1 standard action
twice the given amount. A dragon never accepts less Casting Time:
Personal
than the indicated amount, even for a nonhazardous Range:
You
task. At the end of its task, or when the duration Target:
10 minutes/level
bargained for elapses, the creature returns to the place Duration:
None
it was summoned from (after reporting back to you, if Saving Throw:
No
appropriate and possible). Spell Resistance:
Your skin toughens and becomes scaly like that of a
XP Cost: 100 XP. chromatic dragon, of a color that you select.
Special: Sorcerers with the Draconic bloodline cast You gain an enhancement bonus to your natural
this spell at +1 caster level. armor equal to +3, +1 per two levels above 5th (to a
Dragon Turtle Shell maximum of +5 at 9th level), as well as energy
resistance equal to twice your caster level (maximum of
Abjuration
Alchemist 3, Cleric 3, Druid 2, Sorcerer 3, 20 at 10th level) against the type of energy appropriate
Level:
Witch 3, Wizard 3 to the color you select: acid (black or green), cold
Casting Time: 1 standard action
(white), electricity (blue), or fire (red).
Material Component:** A dragon’s scale.
Components: V, S, M (a piece of turtle shell)
Special: Sorcerers with the Draconic bloodline cast
Range: personal
Target: you
this spell at +1 caster level.
Duration: 1 round/level
When you are struck by an opponent’s natural
attacks, the damage is resolved as if the attack came
from a creature one size smaller per 5 caster levels
(maximum of four size categories smaller at CL 20th).
Refer to Table 3–1 to determine an attack’s altered base
damage. If the creature’s natural attack deals
nonstandard damage, refer instead to the Improved
Natural Attack feat. It is not possible to reduce the base
Dragonvoice any of the penalties already accrued remain until the
Transmutation spell expires. At the end of the spell’s duration, the
Level: Alchemist 2, Bard 2, Sorcerer 2, Witch 2, target’s damage reduction and natural armor bonus
Wizard 2 immediately return to normal.
Casting Time: 1 standard action Only one erode defenses spell can affect a particular
Components: V, S target at any one time.
Range: personal
Gravity Well
Target: you
Duration: 1 minute/level
Transmutation
By magically altering the way your vocal cords create Level: Arcanist 5, Druid 6, Hunter 6, Sorcerer 5,
sounds, you can emulate the vocal inflections of Witch 5, Wizard 5
Casting Time: 1 standard action
dragons. Components: V, S, M (a small lead weight)
This grants a +6 circumstance bonus on Charisma Range: medium (100 ft. + 10 ft./level)
checks and Charisma-related skill checks when dealing Target: one creature
with dragons. Duration: 1 round/level (D)
In addition, your voice is much louder than normal, Saving Throw: Fortitude negates
halving the penalties to others’ Perception checks to Spell Resistance: no
hear you due to distance, intervening doors, and so on. You bring into being a localized region of increased
Dungeonsight gravity that crushes a creature to the ground. Affected
Divination targets weigh twice as much as normal, can move only
Level: Bard 4, Cleric 5, Inquisitor 4, Sorcerer 2, at half speed, jump only half as far as normal, and can
Wizard 5 lift and carry only half as much as normal. Any flying
Casting Time: 1 standard action target has its maneuverability worsened by two steps
Components: V, S, F (a small glass orb worth 150 gp) (from good to poor, for example; minimum clumsy) and
Range: personal plummets to the ground unless it succeeds at a DC 25
Area: 60-ft.-radius emanation Fly check to remain in the air.
Duration: instantaneous Heart of the Mammoth
You receive a clear and memorable view of the layout
of chambers, barriers, and connecting passages within Transmutation
Arcanist 8, Cleric 8, Druid 8, Oracle 8,
the area of effect. This spell does not reveal the contents Level:
Sorcerer 8, Witch 8, Wizard 8
or inhabitants of any of these locations, only the basic Casting Time: 1 standard action
architecture of the space. For example, a staircase Components: V, S, F (a fetish of mammoth hair
leading up to a pair of doors would be apparent, but the soaked in dragon’s blood)
iron golems guarding the doors would not. This spell Range: touch
does identify the locations of secret doors and hidden Target: creature touched
passages but gives no clue as to the means of opening Duration: 1 round/level
or accessing them. Saving Throw: Will (harmless)
Erode Defenses Spell Resistance: no
Transmutation The target creature becomes stronger, hardier, and
Level: Magus 2, Sorcerer 3, Witch 3, Wizard 3 imbued with the courage of the greatest megafauna of
Casting Time: 1 standard action the tundra. The spell grants a +8 enhancement bonus to
Components: V, S Strength and Constitution, immunity to fear, a +4
Range: close (25 ft. + 5 ft./level) morale bonus to Will saves, and doubles the critical
Target: one creature threat range of all its attacks against creatures of the
Duration: 1 round/level dragon type (this does not stack with Improved Critical,
Saving Throw: Fort negates (see below) keen edge, or similar effects).
Spell Resistance: yes
Your spell slowly begins to eat away at the defenses of
your target.
If the target fails its saving throw, it loses 1 point from
any damage reduction and natural armor bonus it may
have. If the initial save was not successful, the target
may attempt a new saving throw each round for the
duration of the spell or continue to suffer cumulative
losses. If the first save fails but a subsequent save
succeeds, the eroding effects stop at that point, though
Illusory Hoard Energy Immunity
Illusion (phantasm) [mind-affecting] Abjuration
Level: Bard 4, Sorcerer 5, Wizard 5 Level: Cleric 6, Druid 6, Witch 7, Sorcerer/Wizard 7
Casting Time: 1 standard action Components: V, S
Components: S, M (an item from the hoard, see Casting Time: 1 standard action
below) Range: Touch
Range: medium (100 ft. + 10 ft./level) Target: Creature touched
Target: one creature Duration: 24 hours
Duration: 1 hour/level (D) Saving Throw: None (harmless)
Saving Throw: Will negates (and see below) Spell Resistance: Yes (harmless)
Spell Resistance: yes This abjuration grants a creature complete protection
This spell forces the target to believe that nothing in against damage from whichever one of five energy types
its hoard is missing or has been disturbed. you select: acid, cold, electricity, fire, or sonic.
This spell fools all the senses, convincing the target The spell protects the recipient’s equipment as well.
that its hoard feels and behaves as it should. Only if the Energy immunity absorbs only damage.
target tries to use an item from this illusory hoard for The recipient could still suffer unfortunate side
some other purpose does it receive another saving effects, such as drowning in acid (since drowning
throw to disbelieve the effects of the spell (a wizard results from a lack of oxygen), being deafened by a sonic
trying to use an illusory wand or a dragon trying to attack, or becoming encased in ice.
unlock a door with an illusory key). For the purposes of The effect of this spell does not stack with similar
this spell, a hoard is any amount of treasure that is too effects, such as resist energy and protection from
big to be carried by the treasure’s owner without energy, that protect against the same energy type.
magical tools such as bags of holding or portable holes, If a character is warded with energy immunity (fire)
such as a dragon’s hoard, a king’s treasury, a and is also receiving resistance to fire from one or more
merchant’s strongbox, or a thief’s hidden cache. of the other spells, the energy immunity makes the
The material component is any item worth 10 gp or other spells irrelevant. However, it is possible to be
more taken from the original hoard. This item is simultaneously under the effect of energy immunity
consumed by the spell. (fire) and resist energy (electricity), or any other two
Earthbind
such spells that protect against different types of energy.
Transmutation Entice Gift
Level: Druid 2, Sorcerer 2, Witch 2, Wizard 2 Enchantment [Mind-Affecting]
Components: V, S Level: Sorcerer 2, Witch 2, Wizard 2, Greed 2
Casting Time: 1 standard action Components: V, S
Range: Close (25 ft. + 5 ft./2 levels) Casting Time: 1 standard action
Target: One creature Range: Close (25 ft. + 5 ft./2 levels)
Duration: 1 minute/level (D) Target: One creature
Saving Throw: Fortitude partial Duration: 1 round
Spell Resistance: Yes Saving Throw: Will negates
You hamper the subject creature’s ability to fly Spell Resistance: Yes
(whether through natural or magical means) for the You enchant a creature so that it feels suddenly
duration of the spell. compelled to give you what it is holding when you cast
If the target fails its saving throw, its fly speed (if any) this spell. On the creature’s next action, it moves as
becomes 0 feet. An airborne creature subjected to this close to you as it can get in a single round and offers you
spell falls to the ground as if under the effect of a feather the object as a standard action. This spell allows you to
fall spell. act out of turn and accept the “gift” if the creature
Even if a new effect would grant the creature the reaches you to hand you the object (assuming you have
ability to fly, that effect is suppressed for the duration of a free hand and can accept it). The subject defends itself
the earthbind spell. If the target makes a successful normally and acts as it wishes on subsequent rounds,
Fortitude save, its fly speed (including any new effect including attempting to get the object back if desired. If
granted during the spell’s duration) is reduced by 10 the subject is prevented from doing as the spell
feet per caster level (maximum reduction 100 feet at compels, the spell is wasted. For example, if the subject
10th level). This reduction can’t bring the creature’s fly is paralyzed and cannot move or drop the item, nothing
speed down to less than 10 feet. happens.
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).
Fell the Greatest Foe Level: Hoardstealer 4, Bard 5, Sorcerer 7, Wizard 7
Transmutation Components: S, M
Level: Antipaladin 3, Paladin 3, Cleric 4 Casting Time: 1 standard action
Components: V, S, M Range: Touch
Casting Time: 1 standard action Target: One creature touched/two levels
Range: Touch Duration: 10 minutes/level (D)
Target: Large or larger creature touched Saving Throw: Will negates (harmless)
Duration: 1 round/level Spell Resistance: Yes
Saving Throw: Fortitude negates (harmless) Dragons cannot see, hear, or smell the warded
Spell Resistance: Yes (harmless) creatures, even with blindsense. They act as though the
The subject gains the ability to deal greater damage warded creatures are not there. Warded creatures could
against Large or larger creatures. stand before the hungriest of red dragons and not be
For every size category of an opponent bigger than molested or even noticed. If a warded character touches
Medium, the subject deals an extra 1d6 points of or attacks a dragon, even with a spell, the spell ends.
damage on any successful melee attack (+1d6 against a Material Component: A dragon scale.
Large creature, +2d6 against Huge, +3d6 against Lower Spell Resistance
Gargantuan, or +4d6 against Colossal).
Material Component: A dragon’s claw or a giant’s
Transmutation
fingernail. Level: Antipaladin 4, Cleric 4, Witch 4,
Sorcerer/Wizard 4
Find the Gap Components: V, S
Divination Casting Time: 1 round Range: Close (25 ft. + 5 ft./2
Level: Antipaladin 3, Paladin 3, Ranger 3 levels)
Components: V Target: One creature
Casting Time: 1 standard action Duration: 1 minute/level
Range: Personal Saving Throw: Fortitude negates (see text)
Target: You Spell Resistance: No
Duration: 1 round/level This spell reduces the subject’s spell resistance by 1
Saving Throw: No per caster level (maximum reduction 15). This
Spell Resistance: No reduction can’t lower a target’s spell resistance below 0.
You gain the ability to perceive weak points in your The target of the spell takes a penalty on its saving
opponent’s armor. Once per round, one of your melee or throw equal to your caster level.
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.
Flight of the Dragon
Transmutation
Level: Sorcerer 5, Witch 5, Wizard 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 with the Draconic bloodline cast
this spell at +1 caster level.
Hide from Dragons
Abjuration
Miser’s Envy any object a creature possesses but is not holding or
Enchantment (Compulsion) [Mind-Affecting] wearing.
Level: Bard 2, Sorcerer 3, Witch 3, Wizard 3 Even objects in a bag of holding can be stolen. It can
Components: V, S, M only steal objects, bring objects to the caster, or put
Casting Time: 1 standard action them back where they came from. It can take no other
Range: Close (25 ft. + 5 ft./2 levels) actions. A phantasmal thief needs 1 round to steal an
Target: One living creature and one object (see text) object and another round to bring it to the caster. A
Duration: 1 round/level Saving Throw: Will negates phantasmal thief can only hold one object at a time, and
and None (object) the object becomes invisible in its grasp.
Spell Resistance: Yes and No (object) The thief cannot take an item if it is detected by the
When you cast this spell, you designate a target creature it’s trying to steal from (with a Perception
creature and a target object, both of which must be check). However, the thief can repeat the attempt in the
within the spell’s range. If the target creature fails its next round. It cannot be harmed in any way, although it
saving throw, it becomes consumed by a powerful can be dispelled.
desire for the object. For the duration of the spell, the A phantasmal thief can steal an object from a
creature seeks to obtain the object (going so far as to creature’s hand by making a successful steal combat
attack anyone holding or wearing it). Once the creature manauever check against the target’s combat manuever
gains possession of the object, it protects the item defense without their Dexterity modifier. It does this as
greedily, attacking anyone who approaches within 30 if it had the Greater Steal feat and a +20 CMB modifier.
feet or who otherwise appears to be trying to take the If a phantasmal thief is used in this way, it disappears
object away. Dragons, due to their greedy nature, take a after it brings the stolen object to the caster.
-4 penalty on their saving throws against this spell. Material Component: A spool of green thread.
Monstrous Thrall Scale Weakening
Enchantment (Compulsion)[Mind-Affecting] Transmutation
Sorcerer 2, Witch 2, Wizard 2
Level: Antipaladin 4, Domination 9 Level:
Components: V, S, XP Components: V, S, M
Duration: Permanent Casting Time: 1 standard action
As dominate monster except the subject is Range: Close (25 ft. + 5 ft./2 levels)
permanently dominated if it fails its initial Will save. Effect: Ray
A subject ordered to take an action against its nature Duration: 10 minutes/level (D)
receives a Will save with a -4 penalty to resist taking Saving Throw: None
that particular action. Spell Resistance: Yes
If the save succeeds, the subject still remains your A dull gray ray projects from your hand. You must
thrall despite its minor mutiny. succeed on a ranged touch attack to strike a target.
Once a subject makes a successful saving throw to The target’s natural armor bonus is reduced by 4
resist a specific order, it makes all future saving throws points, +1 point per two caster levels above 3rd
to resist taking that specific action without a penalty. (maximum reduction 10 points at 15th level).
XP Cost: 500 XP per Hit Die or level of the subject. This spell can’t reduce a creature’s natural armor
bonus to less than 0, nor does it have any effect on an
Phantasmal Thief enhancement bonus to natural armor (such as that
Conjuration (Creation) granted by the barkskin spell).
Level: Sorcerer 8, Witch 8, Wizard 8, Greed 8 Material Component: A shed snakeskin.
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 Stealth modifier of
+20. If a phantasmal thief goes undetected, it can steal
Shield of Warding Special: Sorcerers with the Draconic bloodline cast
Abjuration this spell at +1 caster level.
Level: Paladin 2, Cleric 3 Vulnerability
Components: V
Casting Time: 1 standard action Transmutation
Antipaladin 4, Cleric 5, Sorcerer 5, Witch 5,
Range: Touch Level:
Wizard 5
Target: One shield or buckler Components: V, S,
Duration: 1 minute/level Casting Time: 1 standard action
Saving Throw: Will negates (object, harmless) Range: Touch
Spell Resistance: No Target: Creature touched
The touched shield or buckler grants its wielder a +1 Duration: 1 round/level
sacred bonus on Reflex saves, +1 per five caster levels Saving Throw: Will negates
(maximum +5 at 20th level). Spell Resistance: Yes
The bonus only applies when the shield is worn or This spell lowers the subject’s damage reduction by 5
carried normally (but not, for instance, if it is slung over points (to a minimum of 5). For instance, if you
the shoulder). successfully cast vulnerability on a dragon with damage
Suppress Breath Weapon reduction 10/magic, its damage reduction becomes
Enchantment (Compulsion) [Mind-Affecting] 5/magic.
Level:Bard 3, Sorcerer 3, Witch 3, Wizard 3 For every four caster levels beyond 11th, the subject’s
Components: V damage reduction lowers by an additional 5 points: 10
Casting Time: 1 standard action at 15th and 15 at 19th.
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
Components: V, S
As dominate person , except that subjects forced to
take actions against their nature receive a new saving
throw with a -4 penalty.
Voice of the Dragon
Transmutation
Level: Bard 4, Witch 4, Sorcerer/Wizard 4, Dragon 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.
The Return of
Tiamat
The forces of Tiamat, Queen of Evil Dragons, bring
war to Golarion. Led by the sinister Tears of the
Salt Wave, an army of dragons and foul villains
wage a merciless campaign to unleash their
draconic goddess upon the world. Opposing them
is a desperate alliance including the heroic
Brigadeers and treacherous Cerulean Society.
Dragonbane combines and refines pieces of
Tyranny of Dragons, a Dungeons & Dragons 5th
Edition campaign, into a fully fleshed out
Adventure Path with new twists and turns.
For use with Pathfinder 1e rules system!
Potleafeon