Coming in September is the Book of Magic: Dragon Spells and Archetypes. As you can guess, this book contains spell and archetypes that are dragon-themed. So if your campaign features quite a number of dragons, this is definitely a supplement you NEED to grab ahold of. Some are designed to be used almost exclusively against dragons while others have a much wider use but still have dragons in mind during the spell’s creation.
Today I want to show off two such spells. The first is one every prepared spellcaster needs to know about before going into a dragon’s cave. The other has a much wider use than just dragons. I hope you enjoy them.
Deflect Breath Weapon
School abjuration; Level arcanist/sorcerer/wizard 2, cleric/oracle/warpriest 3, druid/hunter 3, magus 2, ranger 3
Casting Time immediate action
Saving Throw none; Spell Resistance no
In a last ditch attempt, you pit your magic against the full force of a foe’s breath weapon. Depending on the type of breath weapon you can attempt the following.
Cone: You create a 15-foot long cone of force that you can place anywhere within 15 feet. All those that are within the cone’s area of effect gain a +8 bonus on their Reflex saves to evade the breath weapon’s effect.
Line: You attempt to deflect the line away by creating an angled wall of force 5 feet in front of you. The angled wall grants you a +10 bonus on your Reflex save. If you succeed on your Reflex save against the breath weapon you deflect the line either to the left or right of you (your choice) at a 45 degree angle, possibly causing it to hit other targets, who must make Reflex saves as normal for the breath weapon.
School necromancy; Level arcanist/sorcerer/wizard 1, bloodrager 1, cleric/oracle/warpriest 2, magus 1, shaman 2, witch 1
Casting Time 1 standard action
Components V, S, F (heart)
Target weapon touched
Duration 3 rounds + 1 round/2 levels (D)
Saving Throw none; Spell Resistance yes
Twisting the strands of fate, you imbue one weapon with a desperate need to seek vital organs. Upon a strike, you deal an additional 5 points of negative energy damage plus 1 point of damage per caster level (to a maximum of 15 points of damage) to the target. The magic dissipates after one hit.