(Divination) Level : 1 With the help of this spell the wizard can detect any dragons within
the spell's range. The spell cannot pinpoint the location of the dragon exactly, unless
within sight of the caster (in polymorphed form, for example). Magic resistance applies. |
(Alteration, Enchantment/Charm) Level : 2 With this spell the caster surrounds himself with an aura that can inspire panic or fear. The mere sight of the caster causes humans and demi-humans with fewer than one Hit Die and non-agressive creatures with fewer levels or Hit Dice than the caster to automatically flee in panic for 4-24 (4d6) rounds. Other humans, demi-humans and creatures can be stricken with fear if they are within the casters aura. They are entitled to a save versus petrification. Those failing their saves are stricken with fear and fight at a -2 penalty on their attack and damage rolls. All creatures with a level or Hit Dice greater than that of the caster are immune to the fear effect. The size of the aura varies with the caster's level. For each levels the caster possesses, the fear aura has a radius of 5 foot, centered on the caster. |
(Alteration) Level : 2 The person affected sprouts two leather bat-like wings, with which he
can fly. The subject has a maneuverability class of C and can fly at a movement rate of
30". He can also perform a wingover maneuver as if he was a real dragon (see MC or
MM, under Dragon). The caster cannot cast any spells while flying in this manner. |
(Divination, Alteration) Level : 3 This spell embues the spellcaster with sight, smell and hearing equal to that of a dragon. The increased senses allow the wizard to detect invisible objects and creatures within a 5-foot radius per level of experience. The spellcaster also receives a +2 bonus on all surprise rolls he must make while this spell is active. |
(Alteration, Evocation) Level : 4 The magic of this spell gives the wizard the ability to imitate a certain type of dragon's breath. The caster can choose from fire, cold, acid, chlorine gas or electricity. The caster must specify what type of breath he wants to use at the casting of the spell. The spell endows the caster with the ability to exhale a small cone (3' diameter at the apex and 5' long per level of the caster) of the appropriate breath type from his mouth. This breath does 3d8 points of damage to any in its path. A successful saving throw versus breath weapons halves the damage, rounded down. The breath can used once for every five levels of the mage, up to a maximum of three times at 15th level. One restriction applies, however: between successive breaths a minimum of two rounds must elapse. If the breath(s) are not used within 1 turn, the caster suffers damage equal to the remaining breaths, without the benefit of a save. When using his breath weapon ability, the caster cannot cast spells or attack, although he can walk, fly or perform similar action which do not require much intense concentration. |
(Alteration) Level : 5 With help of this spell the caster can change someone's skin to
resemble that of a dragon. The spell gives the subject an improved natural AC, which can
be further modified by dexterity, shields and magical devices, but not by armor (magical
or non-magical). The spell bestows a base armor class of 4, improved by one place for
every 3 levels of the caster. The dragon-like skin has no extra weight and does not
restrict the caster's movements, his spell casting or use of thieving skills. This skin
furthermore protects the caster as if a protection from normal missiles had been
cast on him, in addition to it's other properties. A drawback of the spells is that the
physical appearance of the caster also temporarily alters. His hide will take on a scaly
appearance, much like that of a lizard man, and assumes the color corresponding to the
material component used. The caster's effective charisma drops by 4 places due to this
change. Unwilling creatures are not affected by the spell. |