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D&D provides for limited magic use by dragons. It is assumed, however, that the magic of dragons is the same as that of humans and elves. I contend that this is only partially true. The magic used by dragons is tempered by their nature. Dragons are creatures of rock and wind, having little use for plants and water. They feel little need for offensive spells, believing that their own body and deadly breath fulfill this need. In spite of this, driven by their desires for gold, immortality, and power, dragons learned the secrets of magic untold centuries ago. In time, many spells evolved enabling dragons to more effectively deal with the humanoids they have been forced to share their world with. All dragons have a name which they keep a great secret. No known power can force even a subdued or enchanted dragon to yield this secret, nor will communes or similar spells be effective. A Full Wish or Legend Lore would give strong clues, but a Limited Wish would only reveal the veracity of a previous clue. If a dragon's name is spoken, all works of that dragon's magic are dispelled, and the speaker has the power to demand one, and only one, service from the dragon. Below is the list of known dragon spells. Other, perhaps greater spells are rumored, but no one has returned alive to tell of such spells. Spell DescriptionsLevel 1Breath Charm: Any pebble, coin, or small mineral object becomes a charm vs. dragon breath by use of this spell. Any one object or person touching the charm is not affected by dragon's breath. The charm is destroyed by this breath. Duration: Until used or dispelled. Range: Physical contact is necessary. Charm Avian: From 2-8 small (1' or less), 1-3 medium (1'-3'), or 1 man sized (3'-8') birds may be forced to serve a dragon by this spell. A saving throw is allowed if the creature has a greater than animal intelligence. Range: 12". Duration: 1 day. Charm Person: Same as Magic-Users Spell Detect Alignment: Allows the Dragon to determine the alignment of any one person, creature, or object. Range: 12" Detect Magic: Same as Magic-User Spell Evaluate Item: This incantation will reveal the gold value of any item, exclusive of magic properties. For example, chimes of opening have a value of 30,000 gold and this spell would indicate this, but not the magic properties. Locate Lair: The dragon employing this spell will learn the exact direction of its lair, regardless of distance. Magic Pointer: When faced by opposition, this spell will point out the highest level opponent. The spell is not foolproof, however, and has an equal chance of indicating anyone of equal level, a 30% chance of pointing out an opponent one level or hit die lower, and a 10% chance of indicating a random adversary. Phantasmal Forces: All dragons capable of using magic can use this spell in lieu of any first level spell. The cunning of dragon kind makes dragons masters of illusion. See Invisible: Allows the caster to dimly see (rather than just sense) invisible objects within a 6" radius. Duration: Age class of the dragon in turns. Werelight: A spell which causes any object to glow with a soft, heat-less light. Any living creature within 3" of this light that is not hidden from it will begin to glow with this same light, as will any creature within 3" of this new source, etc. Moving out of range of this light will extinguish it. This light may be created within 12" of the caster. Duration: 3-18 melee rounds, or 1 full turn. Level 2Alarm: This spell creates a silvery rune that no human tongue can pronounce. If passed over or looked at, it will vanish and alert (or wake) the dragon telepathically. Duration: 1 week. Range of telepathic link: 24". ESP: Same as Magic-User Spell. Heat Metal: Same as Druid Spell. It affects a maximum of 1500 gold pieces in weight. Range: 3". Illusion: This is the spell contained in a Wand of Illusion. The caster may move, but may not attack without dispelling the illusion. Invisibility: Same as Magic-User Spell. Mirror Image: Same as Magic-User Spell. Neutralize Poison: Same as Cleric Spell. See Other Planes: Allows the dragon to peer into any one plane that it wishes. While it is looking into other plane, the dragon is blind to its surrounding, but can sense by smell, touch and sound. Duration: 3 turns. Wall of Gloom: Creates an opaque wall of darkness with the same dimensions as a Wall of Fire. Passing through this wall reduces moral by 2. All light sources, including magical ones, are extinguished when passing through this wall. Duration: 3-8 turns. Wall of Wind: Creates a wall with the same dimensions as a Wall of Fire. Arrows or other quarrels passing through this wall will be blown away, as will man-sized or smaller flyers unless a saving throw is made. The wall is transparent unless placed over sand, smoke, etc. The wall will disperse gas. Duration: 3-8 turns. Weave Barrier: A seemingly solid barrier can be woven over any latice with man-sized or smaller holes. As examples, thatch laid over a pit, a spider's web, etc. may be used as this lattice. The barrier can appear as anything the dragon desires, or can be blended into the landscape. If touched in disbelief, it is dispelled, but otherwise lasts until the light of a full moon falls upon it. An area roughly the size of the dragon can be covered. Weight Controle: Any non-living object may be doubled or halved in weight by this conjuration. Range: 12". Duration: 3-8 turns. Level 3Binding Spell: This spell freezes any object made of metal into one immobile piece. Magical items are allowed two saving throws. Anything from a flail to a coat of plates to a war machine will be affected by this spell. Duration: 1-4 turns. Control Winds: The caster of this spell may change the speed by ±15 mph, and change the direction by 45°. Duration: 6 turns. Range: 24" radius. Find Traps: As clerical spell. Only traps dangerous to the dragon will be detected. Hallucinatory Terrain: Same as Magic-User Spell. However, water may not be made to appear as land, and vice versa. Hold Mammal: From 1-4 mammals (including men and all humanoids) can be held with this spell. A saving throw is allowed. Range: 12". Duration: 6 turns. Mesh: Similar to a Web, a Mesh created by this spell is roughly twice as strong, and non-inflammable. If used with the Weave Barrier spell, the barrier will last until the Mesh vanishes. Range: 3". Duration: 8 hours. Negate Enchantment I: Any magic item/device may be temporarily rendered useless by this spell. The item must be names, and only one item may be so negated per day. Duration 1-12 melee rounds. Range: 6". Protection/Normal Missiles: As Magic-User Spell. A dragon may elect to throw this spell on any combination of creatures that total less than the caster in hit points. Revelation: This spell acts to Dispel Illusions, and allows the user to "You will become irresistible to the opposite sex, but your first born child will murder you." A curse may be lifted for 8 hours via a bless spell, and indefinitely if combined with a permanent spell. Range: 12". Roll after each melee round to see if spell has taken effect. Servant Summoning I: A dragon has a 10% chance per age level of possessing a summoning stone, allowing the use of this spell. Only EVIL dragons will use this spell except in the greatest peril. From 4-16 of these creatures will appear for 2-12 melee rounds. Description: These creatures appear as clumsy birds with wings to large for their body. They are jet black, armor class 5, and move 4"/48", with a 2-12 hits each. They attack with 2 talons for 1-2 points each, as well as their beak for 1-6 points of damage. These creatures are driven off by strong light, and will not cross water under any circumstances. Sticks to Snakes: As clerical spell. Water to Wine: A dragon loves good wine. This spell allows the dragon to convert any water (including salt or tainted) to wine valued even by Elves. Amount: 20 gallons per age class. Wood to Sand: 1 cubic foot of wood per age class of the caster may be permanently changed to sand. Living trees and Ents are allowed extra saving throws. Range: 12". Level 4Attack Other Planes: When used in combination with See Other Planes spell, this conjuration causes a dragon the ability to use breath or magic attacks to affect the plane the dragon is looking in. Range: applicable by spell or breath attack. Duration: 2 turns.Call Lightning: Same as Druid Spell. The actual bolt is 10D8 damage. Frequency: 1 bolt/10 minutes. Charm Monster: Same as Magic-User Spell. Dragons will never use this spell upon each other.Curse: A dragon able to use this spell with typically curse its slayer as its dying act, or its subduer after escape. A dragon can curse any being within sight or memory. The curse will always come true, but the time at which this will occur can not be specified. No saving throw is allowed the victim. Most curse are designed to first torment, and eventually kill the victim. A typical curse might be "You will become irresistible to the opposite sex, but your first born child will murder you." A curse may be lifted for 8 hours via a bless spell, and indefinitely if combined with a permanent spell. Two full wishes will dispel the curse, as will saying the dragon's name. No other means will negate the curse. Extension I: Same as Magic-User Spell.Haste: Same as Magic-User Spell, except either an area or an individual can be affected. Non-Detection: Same as Illusionists Spell. This spell is not powerful enough to thwart a Seek spell (below) but will double the amount of inaccuracy inherent in that spell. Duration: 8 hours.Polymorph Self: A dragon must be very careful when using this spell, lest it lose its wisdom and name, and be forever trapped in the polymorph form. If a dragon takes the same shape repeatedly or for long periods of time, there is a 2% chance, per day or fraction, cumulative, that it will be trapped. Silver, Gold, and the Platinum Dragon are not subject to this danger. Polymorph Other: A similar danger exists in the use of this spell upon a dragon. Because of the greater change involved, the chance of entrapment increases to 5% per day or fraction, again cumulative.Rock to Sand: This spell will turn rock into fine sand, weakening and possibly destroying any object struck by it. 1 cubic foot of stone per age level of dragon may so be changed. Range: 12". Seek: Those dragons able to use this spell are among the most feared of all! It allows the dragon to find the direction (within ±20°) and the distance (within 20%) of any object that the dragon has ever seen or can name. Nothing short of a mind blank or similarly powerful spell will interfere with the functioning of this spell. It may be used repeatedly on the same object to provide better accuracy.Turn Magic: Any pebble, coin, or small mineral object becomes a charm of spell turning via use of this spell. This charm works but once for one creature of object touching it. It acts as a ring of spell turning for this one use. Duration: until used, or 1 week maximum. Range: Physical contact. Work Weather: A limited form of Control Weather, causing one or two of the following to occure at the caster's will:1) Call any storm within sight to move in any direction at a speed of 30". 2) Cause gale force winds from any direction. 3) Turn aside foul weather from the dragon during flight. Level 5Animate Dead: Similar to the Magic-User spell, but dragon skeleton, or that of any mammal can be animated, as well as those of men. Such monsters will have 1/2 of the hit dice of the original creature, and will attack for 1/2 damage. A dragon can animate skeletons form 2-16 hit dice of creatures (1-8 hit dice of skeletons). Range: 6".Conjure Elemental: Same as Magic-User Spell, Elemental strength is 16 dice. Only an air or earth elemental may be summoned, although an air elemental will not turn on a dragon if control is lost. Extend Breath: Allows the dragon to either make an additional breath of any type normally available to it, or expend the equivalent of 3 breaths in a single breath of double effect and size. If the Queen of the Chaotic Dragons uses this spell, as she is fond of doing, she may only use it upon one of her heads.Improved Sticks to Snakes: From 2-16 3 hit die snakes are created by this spell. All are poisonous, and can spit their venom twice for 3-18 points of damage with a 6" range. These snakes can only be hit by magic weaponry. Duration: 1 day maximum. Negate Enchantment II: As the third level spell, except with permanent effects.Precognition: As the Psionic ability found in humans. The caster has an 80, 60, or 50 percent chance respectively to make an accurate low, medium, or high difficulty prediction. Programmed Illusion: Same as Illusionists Spell. The illusion will continue to perform as instructed for 6 turns after concentration is lost.Servant Summoning II: Similar to the third level spell, except 4-32 creatures will appear and serve for a period of 24 hours or less. Possession of a summoning stone is necessary. Only EVIL dragons will use this spell, except in greatest peril. Sunwall: The creation of a wall so bright as to blind the viewer for 5-20 turns, unless a saving throw vs. magic is made. No heat is generated form the wall, but those attempting to pass through it must save vs. poison or are permanently and violently insane. Dimensions and Duration: As a wall of fire.Time Reversal: The spell cannot be cast on any person or creature, living or dead. The object struck by this spell will revert back to the state it was at when the dragon was born. For example, a suit of mail might revert back to iron ore, or a ruined artifact made to work again. Items in the possession of another intelligent creature are allowed saving throws. Range: 3". Duration: Until dispelled. Higher Level MagicWith rare exception, only gold and the platinum dragons can use spells higher than 5th level. Little is known of these spells, except that they are often more powerful versions of the above spells. In addition, some (50%) of red and bronze dragons, and all silver and gold dragons will also be aware of "human" magic spells and may employ these spells as well. The Chromatic and Platinum Dragons may select from either list at will. The dragon spells have seldom been written on scrolls. They will be found only in dragon lairs, and then only 10% of the time. By Michael Benveniste |