Campaign of the Month: January 2015
Skies of Glass
Drake Shape 1
- Transmutation (polymorph) [See text]
- Level: Red, Green, White, Blue, or Black 3
- Components: V, S, DF/F (a whole drake fang, claw, scale, or horn from the chosen drake type)
- Casting Time: 1 standard action
- Range: Personal
- Target: You
- Duration: 1 minute/level (D)
When you cast this spell, you can assume the form of a Small or Medium drake. When you cast this spell you can choose a size small or size medium version of one of the drake forms listed in Table: Drake Options and Abilities. You can only assume a form if this spell was cast using the color listed for that form. You may only assume the form of a drake you have the appropriate fang for and with which you are familiar, which usually requires having interacted with or studied them for at least an hour or succeeding on a Knowledge skill check DC 25 (or higher for rarer species, GM discretion). You can decide on the general appearance of your new drake form and, if you are using this spell to create a disguise, you get a +10 bonus on the disguise check, but you cannot perfectly mimic a specific drake. Otherwise, you just appear as if you were a general member of that race.
Small drake: If the form you take is that of a Small drake, you gain a +2 size bonus to your Dexterity and a +1 natural armor bonus. The small drake form has a bite (1d4) and a secondary tail slap attack (1d4).
Medium drake: If the form you take is that of a Medium drake, you gain a +2 size bonus to your Strength and a +2 natural armor bonus. The medium drake form has a bite (1d6) and a secondary tail slap attack (1d6).
All drake forms gain darkvision 60 feet and a breath weapon. You can only use the breath weapon once per casting of this spell. All breath weapons are ranged touch attacks with a range of 30 feet and are subject to spell resistance. Your breath weapon depends on the type of drake you choose, as do any additional abilities or movement forms, as noted below. Each drake notes an elemental descriptor. This spell gains the elemental descriptor associated with the drake you choose.
Table: Drake Options and Abilities
Drake Forms | Color | Descriptor | Movement | Breath Weapon | Abilities |
Mountain Drake | Red | Fire | 20 ft. land speed, fly 40 ft. (poor) | 2d6 Fire | - |
Forest Drake | Green | Acid | 30 ft. land speed, fly 30 ft. (poor) | 2d6 Acid | - |
Silver Drake | White | Light | 20 ft. land speed, fly 30 ft. (good) | 2d4 Light | - |
Ocean Drake | Blue | Cold | 10 ft. land speed, fly 20 ft. (poor), swim 30 ft. | 2d6 Cold | Amphibious |
Bog Drake | Black | Darkness | 20 ft. land speed, fly 20 ft. (poor), swim 20 ft. | 2d4 Shadow | Hold Breath |
GMs may allow players to make tweaks to the above-listed forms to approximate a different drake species (though does require a fang specific to that species). Any altered form should be of the same general power as the existing options. Generally speaking, these conversations should be done outside of play.
Check the Polymorph Rules to make sure you adjust your character abilities and items accordingly. This spell counts as a drastic change to your original form.
Special: If using a divine focus, you must worship a dragon or draconic patron (if a warlock or dragon shaman) related to the chosen dragon type. A character with a draconic heritage may may cast this spell without a focus so long as they choose a drake related to their heritage dragon’s type.