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Legacy of the Dragons
Lesser beastskin: use barkskin Lesser compelling question: use command Lesser creation: use minor creation Lesser dominate: use dominate person Lesser enhance magical flow: use fox's cunning Lesser glowglobe: use light Lesser learn secret: use identify Lesser repair: use mending Lesser resilient sphere: use Otil’s resilient sphere Lesser summon major elemental: use summon monster VII Lesser summon minor elemental: use summon monster III Lesser telekinesis: use mage hand Lesser transfer wounds: use cure light wounds Location loresight: use legend lore Magic armor: use shield of faith Magnetism: use levitate Mass devastation: use meteor swarm Mind stab: use magic missile Minor illusion: use silent image Modify memory: use confusion Mudball: use magic stone Muddy ground: use soften earth and stone Object loresight: use legend lore Open door: use passwall Open lock: use knock Peer through matter: use clairvoyance Perfect health: use heal Permanent rest: use soul bind Plant armor: use barkskin Portal to another plane: use plane shift Precise vision: use detect secret doors Predict weather: use augury Protect the soul: use death ward Protection from elements: use protection from energy Protective charm: use sanctuary Psychic blast: use holy word Read mind: use detect thoughts Revivication: use raise dead Rock’s hand: use big grasping hand Safe fall: use feather fall Saving grace: use resistance Scent bane: use ghost sound Scent tracker: use invisbility purge Scream: use shout Security: use Mord's private sanctum Sense thoughts: use message Shape element: use stone shape Silent sheath: use silence Song of paralysis: use mass hold person Sorcerous blast: use fireball Sorcerous guise: use alter self Spell magnet: use spell turning? Spirit of prowess: use divine power
Steal health: use vampiric touch Stimulate: use greater heroism Stone blast: use magic missile Subtle steps: use silence Tears of pain: use chill touch Telekinetic shield: use holy aura Telepathy: use Ray's telepathic bond Touch of disruption: use inflict light wounds Touch of fear: use cause fear Touch of nausea: use touch of fatigue Touch of pain: use inflict moderate wounds Tracer: use locate creature Unknown: use nondetection Veil of darkness: use darkness Vitrification: use flesh to stone Water roil: use control water Whisper of madness: use touch of idiocy Wind churn: use gust of wind Woodland prison: use imprisonment
Referenced Feats Some of the feats referenced in this book are presented here for your ease of use. Most also appear in Monte Cook’s Arcana Unearthed. Two feats, marked with a dagger (†), are new to this book and can be used for your own monsters and characters. (New feats appearing in Part One relate specifically to one particular monster and so appear with the monster.) Feats carrying the (Talent) designation can be taken only at 1st level. Ceremonial feats require a daylong ritual, involve the participation of other characters, and carry a cost of 100 gp.
Attune to Magic Item [Ceremonial] After a ceremony held with you and at least three other spellcasters in a closed area filled with herbal smoke, you gain the ability to understand the powers of magic items you study. Prerequisites: Wisdom 13 Benefit: After studying a magic item carefully for one minute, the character makes a caster power check with a Difficulty Class of 11 + the item’s caster level. If successful, he learns one random function of a magic item, as well as how to activate it. Instead of taking a minute, he can attempt to attune as a full-round action, but the Difficulty Class increases by +10. A character cannot learn multiple functions with this ability—he must use object loresight or analyze to do so. Once one has tried to attune with an item, whether successful or not, he cannot try again with the same item. There is no limit to how many items a character can attempt to attune with.
Bite [General] Although most civilized creatures have lost the skill to use their sharp teeth in combat, you can use yours as terrible weapons.