Campaign of the Month: January 2015
Skies of Glass
Draconic Invocations
The following are draconic invocations available to dragon shamans.
Least
Aquatic Adaptation- Least
- Transmutation; Blue 2
- Benefit: When you use this invocation, you channel the power of oceanic dragons to gain the ability to breathe underwater. You also gain a swim speed of 30 feet. Your breath weapon functions normally underwater regardless of its effect. The invocation is dismissible and its effects last for 24 hours.
- Least
- Enchantment; White/Blue/Black 2
- Benefit: You can invoke this ability to gain a dragon’s noble and imposing bearing. You gain a +3 insight bonus on Bluff, Diplomacy, and Intimidate checks. For any of these skills that you have 10 or more ranks in, the bonus increases to +6. The invocation is dismissible and its effects last for 24 hours.
- Least
- Divination; White/Blue 2
- Benefit: This invocation gives you access to the great ancestral memories of dragonkind. You gain a +3 insight bonus on Knowledge and Spellcraft checks and may roll these checks even if untrained. For any of these skills that you have 10 or more ranks in, the bonus increases to +6. This invocation is dismissible and its effects last for 24 hours.
- Least
- Divination; Blue 1
- Benefit: By drawing upon dragonkind’s great mastery of magic, this invocation allows you to use Detect Magic as the spell. While the invocation is active, you expend the invocation as a full-round action to attempt to identify the properties of a held magic item as-if using the Identify spell.
- Least
- Evocation [Sonic]; Red 1
- Benefit: This invocation gives you the sonorous voice and booming roar of a dragon. While this invocation is active you can roar like a young dragon as a move action (roughly as loud as a signal horn) and you can speak in a booming voice that carries easily over great distances, lowering the DC of any check to hear what is said by –15. Finally, you can expend the invocation as a standard action to utter a loud roar that fills a 15-foot cone. All creatures and unattended objects within this area take 1 point of sonic damage and creatures that fail a Fortitude save become deafened for 1 round. This invocation is dismissible and its effects last for 1 minute per caster level or until expended.
- Least
- Evocation [Maneuver, See Text]; Red, Green, White, Blue, or Black 2 (see text)
- Benefit: This invocation allows you to wield dragonfire in your hand, if but for a moment. As a standard action, you cast this invocation to wrap a weapon with the power of your breath weapon and make a single attack. If you hit, the target is affected as if struck by your breath weapon. This damage is in addition to any weapon damage that you deal with your attack, although you need not deal damage with this attack to trigger the breath weapon effect. The target does not get a saving throw against your breath weapon’s damage so long as it’s dealing hit point damage, but they do get a save as-normal for other types of damage or any secondary effects it possesses. If your attack misses, this bonus is lost. Your breath weapon is expended as-normal when using this invocation except it recharges after the minimum possible number of rounds (to a minimum of 1 round). This invocation has the same elemental descriptor as your breath weapon. This invocation is the same color(s) as the color(s) that control your breath weapon’s element. This invocation is a maneuver, meaning it does not provoke attacks of opportunity when cast and cannot benefit from metamagics or metabreaths (or similar effects).
- Least
- Evocation [See Text]; Red, Green, White, Blue, or Black 1 (see text)
- Benefit: Focusing on the power of the dragon’s lesser cousins, the drake, you condense your dragonfire into a ball of energy and spit it towards an enemy. As a standard action you make a ranged touch attack against an enemy within 60 feet. If you hit, the target is affected as if struck by your breath weapon. The target does not get a saving throw against your breath weapon’s damage so long as it’s dealing hit point damage, but they do get a save as-normal for other types of damage or any secondary effects it possesses. Your breath weapon is expended as-normal when using this invocation except it recharges after the minimum possible number of rounds (to a minimum of 1 round). This invocation has the same elemental descriptor as your breath weapon. This invocation is the same color(s) as the color(s) that control your breath weapon’s element.
- Least
- Dracomany; White 2
- Benefit: This invocation allows you to conjure draconic life even at range. You can now cause a creature within 30 feet to gain the benefits of your Touch of Vitality when you use the ability. This invocation is dismissible and its effects last for 24 hours.
- Least
- Evocation [See text]; Red, Green, or Blue 2 (see text)
- Benefit: Channeling the elemental control of draconic mystics, you wreath yourself with elemental energy as a swift action. Choose fire, electricity, acid, or cold when you use this invocation. Your melee and ranged attacks deal an extra 1d4 points of damage. Additionally, any enemy that begins its turn adjacent to you or moves adjacent to you takes 1d4 points of damage. This damage is of the elemental type chosen when you used this invocation. This elemental wreath lasts until the beginning of your next turn. This invocation has the same elemental descriptor as the element chosen when you use this invocation. This invocation is Red if fire or electricity is chosen, Green if acid is chosen, or Blue if cold is chosen.
- Least
- Transmutation; Green 1
- Benefit: This invocation gives you the claws of dragon-kind. You gain the benefits of the Draconic Claw heritage feat. The invocation is dismissible, and its effects last for 24 hours.
- Least
- Transmutation; Green 1
- Benefit: This invocation gives you the fangs of dragon-kind. You gain the benefits of the Draconic Bite heritage feat. The invocation is dismissible, and its effects last for 24 hours.
- Least
- Evocation [Air, Fire]; Red/Blue 2
- Benefit: Channeling the bestial volcanic dragons, you conjure phantasmal molten wings that create a strong blast of wind (as the Gust of Wind spell, except that the duration is instantaneous). Any creature within the effect takes 1 point of fire damage per caster level, regardless of whether it succeeds or the Fortitude save to avoid the gust.
- Least
- Transmutation; Black 2
- Benefit: With a touch, you grant a creature (or yourself) a trace of dragonkind’s keen vision, granting them low-light vision and darkvision out to 30 feet. This invocation is dismissible and its effects last for 1 hour.
Lesser
Breath Enhancer- Lesser
- Dracomancy; Red, Green, White, Blue, or Black 4 (see text)
- Benefit: This invocation channels draconic energy into your breath weapon, increasing its power. As a swift action you cause the next breath weapon you use this round to deal an additional 2 dice of damage so long as it deals hit point damage. Additionally, the breath weapon’s save DC is increased by 1. This invocation is the same color(s) as the color(s) that control your breath weapon’s element.
- Lesser
- Dracomancy [See text]; Red, Green, White, Blue, or Black 3 (see text)
- Benefit: This invocation twists and enhances the elemental power of your breath weapons. This invocation causes your breath weapons to deal +1 damage per damage die so long as they deal hit point damage. Choose fire, electricity, acid, or cold when you activate the invocation. Your draconic breath weapon now deals that type of damage. Choose the energy type when you use the invocation. If you use this invocation again while the first duration is still active, the new resistance replaces the old one. This invocation has the same elemental descriptor as the element chosen when you use this invocation. This invocation is the same color(s) as the color(s) that control the chosen element. This invocation is dismissible and its effects last for 24 hours.
- Lesser
- Transmutation; Blue 4
- Benefit: When you use this invocation, you sprout phantasmal but solid wings resembling those of your patron, though more akin to a wyrmlings. You gain a fly speed of 30 feet with clumsy maneuverability. Your wings allow you to cover overland distances with great endurance; you gain a +4 bonus on Constitution checks made to avoid nonlethal damage from a forced march or to continue running. This invocation is dismissible and its effects last for 24 hours.
- Lesser
- Dracomancy; Red, Green, White, Blue, or Black 3 (see text)
- Benefit: You invoke the power of your patron to empower your draconic auras. Your draconic aura’s radius increases to 60 feet. Additionally, creatures benefiting from your draconic aura are treated as-if dragon blooded for the purposes of spells and effects (such as the dragon shaman’s Touch of Vitality ability). This invocation is the same color as your essence. This invocation is dismissible and its effects last for 24 hours.
- Lesser
- Abjuration; Red, Green, or Blue 3 (see text)
- Benefit: This invocation imbues you with the elemental resilience of dragon scales. You gain resistance 10 to fire, electricity, acid, or cold damage. Choose the energy type when you use the invocation. If you use this invocation again while the first duration is still active, the new resistance replaces the old one. This invocation is Red if fire or electricity is chosen, Green if acid is chosen, or Blue if cold is chosen. This invocation is dismissible and its effects last for 24 hours.
- Lesser
- Necromancy [Emotion, Fear, Mind-Affecting]; Black 3
- Benefit: In any round in which you attack or use your breath weapon, you can use this invocation afterwards as a swift action. Any enemies within 30 feet of you who witnessed your attack and fail a Will save become shaken for 1 minute. This ability affects only opponents with fewer Hit Dice than your caster level. An opponent that succeeds on the saving throw is immune to your frightful presence for 24 hours. This is a mind-affecting fear effect. Dragons and other creatures immune to the frightful presence of dragons are likewise immune to this invocation.
- Lesser
- Transmutation (Polymorph) [see text]; Red, Green, White, Blue, or Black 4 (see text)
- Benefit: Envisioning the might of your patron, this invocation transforms you into a large drake of a type appropriate to their lineage. You gain the benefits of Drake Shape 2, except for the breath weapon, for 1 minute per caster level. However, you always become a size large drake, your breath weapon changes to match that of your patron’s, and your breath weapon deals an additional 1 point of damage per damage die. This invocation does not stack with and overrides the effects of the breath specialization invocation. After exiting this form, you must wait for 1 hour before you can assume it again. This invocation is the same color(s) as your patron’s and has an appropriate descriptor for the drake form assumed. This invocation is dismissible.
- Lesser
- Transmutation; Green 3
- Benefit: You take upon yourself a greater aspect of dragonkind’s keen vision. You see twice as far in normal or bright light, halving any perception and range increment penalties suffered due to distance. Additionally, you double the distance you can see with darkvision (whether gained through mundane or magical means). The benefits of this sight do not stack with other, similar effects (such as the visual amplification granted by a telescope).
- Lesser
- Evocation [See text]; Red, Green, or Blue 3 (see text)
- Benefit: This invocation creates a tiny dragon-shaped construct of elemental energy next to you as a swift action. Choose fire, electricity, acid, or cold when you use this invocation. Any time you are struck by a melee attack or melee touch attack, this draconic guardian shoots a plume of energy at your foe. This deals 3d6 points of damage to the foe who struck you. A successful Reflex save reduces the damage by half. This damage is of the elemental type chosen when you used this invocation. This draconic guardian lasts until the beginning of your next turn. This invocation has the same elemental descriptor as the element chosen when you use this invocation. This invocation is Red if fire or electricity is chosen, Green if acid is chosen, or Blue if cold is chosen.
- Lesser
- Evocation [Air]; Blue 3
- Benefit: Channeling the ephemeral cloud dragons, you conjure massive phantasmal wings that create a heavy draft of wind down from you. Using this invocation halts your downward momentum and allows you to hover in your current location until the beginning of your next turn. So long as you are within 20 feet of the ground when you use this invocation, the winds gust out into a hemispherical cloud with a radius of 60 feet from the ground beneath you. The winds generated can snuff torches, small campfires, exposed lanterns, and other small, open flames of non-magical origin. If the area contains lots of loose debris (sand, dirt, snow, ash, plant matter, etc), then this debris gets picked up and clear vision within the cloud is limited to 10 feet. Creatures have concealment at 15 to 20 feet (20% miss chance). At 25 feet or more, creatures have total concealment (50% miss chance, and opponents cannot use sight to locate the creature). This cloud lasts until the beginning of your next turn. If you use this invocation again immediately at the beginning of your next turn then you continue to hover and (if close enough to the ground) create the cloud of wind.
Greater
Dragon Senses- Greater
- Transmutation [Sonic]; Red/Green 5
- Benefit: You embody dragonkind’s sharp senses to see the unseen. You gain blindsense out to 40 feet. This invocation is dismissible and its effects last for 24 hours.
- Greater
- Abjuration; White/Blue 5
- Bonus: This invocation imbues you with the mystical resilience of dragon scales. You gain spell resistance equal to 6 plus your caster level. This invocation is dismissible and its effects last for 24 hours.
- Greater
- Dracomancy; Red, Green, White, Blue, or Black 5 (see text)
- Benefit: You invoke the power of the ancient dragon kings to empower your draconic auras. All dragonblooded creatures gain an additional +1 bonus from your draconic auras. Additionally, anyone benefiting from your aura who leaves its effective area continues to benefit from your aura for 1 round. This invocation is the same color as your essence. This invocation is dismissible and its effects last for 24 hours.
- Greater
- Dracomancy; Red/Green/White/Blue/Black 6
- Benefit: This invocation channels the might of ancient dragons to improve your breath weapons. Your breath weapons increase their damage dice by 1 size (to a maximum of d12) so long as they deal hit point damage. The invocation is dismissible, and its effects last for 24 hours.
- Greater
- Dracomancy; Red/Green/White/Blue/Black 5
- Benefit: This invocation grants you the breath control wielded by the draconic mystics. While this invocation is active, you can form your draconic breath weapon as a 5 ft emanation instead of a line or a cone. This is improved to 10 ft by improved exhalation and to 20 ft by Great Exhalation. Additionally, you can cause a number of squares equal to your chosen mental modifier to open within your breath weapons, excluding everything in those squares from your breath weapon’s immedaite effects. The invocation is dismissible, and its effects last for 24 hours.
- Greater
- Dracomancy; White 5
- Benefit: You now gain a number of daily uses of your Touch of Vitality ability equal to your dragon shaman level plus your chosen mental modifier. Additionally, whenever you use your Touch of Vitality to heal a creature other than yourself you gain temporary fortified hit points equal to half the hit points healed. These temporary fortified hit points last for 1 minute or until depleted.
- Greater
- Evocation [Air, Electricity]; Red/Blue 5
- Benefit: Channeling the mighty stormwing dragons, you conjure phantasmal wings that create a twisting torrent of electrified wind around you. All creatures within 20 feet of you are pushed away until they are at 25 feet away and then knocked prone. A successful Fortitude save negates the effect; creatures more than one size category larger than you are immune. If an affected creature encounters an obstacle (such as a wall or another creature), both it and the obstacle each take 2d6 points of damage (as if they had fallen 20 feet). Any creature within the effect takes 1 point of electricity damage per caster level, regardless of whether it succeeds or the Fortitude save to avoid the gust.
- Greater
- Transmutation (Polymorph); Red, Green, White, Blue, or Black 6 (see text)
- Benefit: Envisioning the might of your patron, this invocation imbues you with the power of their lineage. You gain the benefits of Form of the Dragon, except for the breath weapon, for 1 round per caster level. However, the color for the enhancement bonus to spell save DCs gained is determined by your patron, your breath weapon changes to match that of your patron’s, and your breath weapon deals an additional 2 points of damage per damage die. This invocation does not stack with and overrides the effects of the breath specialization invocation. After exiting this form, you must wait for 1 hour before you can assume it again. This invocation is the same color(s) as your patron’s. This invocation is dismissible.
Grand
Greater Breath Enhancer- Grand
- Dracomancy; Red, Green, White, Blue, or Black 8 (see text)
- Benefit: This invocation channels the might of your draconic patron into your breath weapon, dramatically increasing its power. As a swift action you cause the next breath weapon you use this round to deal an additional 4 dice of damage so long as it deals hit point damage. Additionally, the breath weapon’s save DC is increased by 2. This invocation is the same color(s) as the color(s) that control your breath weapon’s element.
- Grand
- Transmutation; Blue 7
- Benefit: When you use this invocation, you sprout phantasmal but solid wings resembling those of your patron, though more akin to an adult dragon. You gain a fly speed of 60 feet with average maneuverability. Your wings allow you to cover overland distances with great endurance; you gain a +4 bonus on Constitution checks made to avoid nonlethal damage from a forced march or to continue running. Additionally, your wings allow you to hustle without taking damage or becoming fatigued, allowing you to double move for calculating overland travel. This invocation is dismissible and its effects last for 24 hours.
- Grand
- Transmutation (Polymorph); Red, Green, White, Blue, or Black 7 (see text)
- Benefit: Envisioning the might of your patron, this invocation transforms you into a large dragon of their lineage. You gain the benefits of Dragon Shape 2, except for the breath weapon, for 1 minute per caster level. However, the resistance gained is determined by your patron, your breath weapon changes to match that of your patron’s, and your breath weapon deals an additional 2 points of damage per damage die. This invocation does not stack with and overrides the effects of the breath specialization invocation. After exiting this form, you must wait for 1 hour before you can assume it again. This invocation is the same color(s) as your patron’s. This invocation is dismissible.
- Grand
- Transmutation [acid, cold, electricity, fire]; Red/Green/Blue 7
- Benefit: This invocation infuses you with the elemental mastery of the draconic mystics. You gain resistance 10 to fire, electricity, acid, and cold damage. You gain a +2 enhancement bonus to the save DCs of any spell or spell-like ability you cast with the fire, electricity, acid, or cold descriptor. This invocation is dismissible and its effects last for 24 hours.
- Grand
- Evocation [Emotion, Fear, Mind-Affecting, Sonic]; Red/White/Black 8
- Benefit: You utter a booming, draconic roar, damaging all enemies within 150 feet of you. The resulting roar from this invocation can be heard for nearly twenty miles, but the invocation affects only those in its area. All enemies within the area take 5d8 points of sonic damage and are stunned for 1 round then shaken for 1 minute. A successful Fortitude save negates the stun and reduces the damage and duration of the shaken effect by half. In addition, up to 1 dragonblooded ally per caster level within the spell’s area, starting with those closest to you, gain a +1 morale bonus on weapon damage rolls and saves against sleep and paralysis effects, plus temporary inspired hit points equal to your caster level. A creature may only be stunned, shaken, or gain the benefits of this invocation once per hour. Dragons and other creatures immune to the frightful presence of dragons are likewise immune to the shaken effect of this invocation.
- Grand
;- Benefit: Probably synergizing with both Touch of Vitality and maybe also with Auras.