[Clawstrike, Downdraft, Dragonflight and Dragonhide made into R&R2 from these spells.]

 

Gift of Scale.

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.