team plus editions
Long before Earthfall ushered in the Age of Darkness, the first mortals to master once-impossible magic did so by studying the mysteries of great dragons. These nascent magicians unlocked the secrets of essence to exert their will over the world. From such ambitions arose the wizardly arts. Whether student or hunter, wizards pursuing dragons' magic find the endeavor supremely rewarding.
Cantrips: Eat Fire, Gouging Claw
1st: Dehydrate, Force Barrage, Sympathetic Keen
2nd: Brine Dragon Bile, Mage's Edge
3rd: Earthbind, Sensory Assault
4th: Cloud Current, Morass of Ages
5th: Summon Dragon, Truespeech
6th: Dragon Form, Living Thunderbolt
7th: Reverse Gravity, Energy Aegis
8th: Falling Sky, Rainbow Fumarole
9th: Summon Draconic Legion
Initial: Dualbind
Advanced: Wish for Respite
If your next action is to Cast a Spell targeting one creature with a fly speed and requiring a Fortitude or Will save, you may instead choose which of the two saves the target makes. The spell gains the incapacitation trait, using the rank of dualbind for the purposes of incapacitation. On any result but a critical success, you and the target are magically tethered for 3 rounds, and neither can move more than 60 feet from the other.
Heightened (8th) The spell no longer gains the incapacitation trait.
Trigger an ally critically fails a saving throw against a spell
Range 60 feet
You transmute the victim's desire for a lucky break into reality-shaping magic. Counteract the triggering spell using the skill associated with its tradition. If you succeed, instead the triggering creature fails its save.
If the triggering spell wasn't arcane, you become stupefied 1 until the end of your next turn on any result but a critical success.
Your research reveals methods of using magic to undercut dragons’ defenses and learn their true names. Your spells ignore an amount of resistance equal to half your level (rounded up) when damaging creatures with the dragon trait. When you Recall Knowledge against a creature with the dragon trait and critically succeed, you can increase your drained value by 1 to learn the creature’s true name until the end of your next turn. You gain the By Your Name spellshape.
If your next action is to Cast a Spell that includes in its area or targets a dragon whose true name you know, you may weave that name into the spell’s incantation. The named dragon treats any save result as one degree of success worse. If the spell requires a spell attack roll, you instead treat your result as one degree of success higher.
Inside you, there's a dragon, and you've devised arcane methods to manifest your inner wyrm. You gain the dragonblood trait and one 1st-level dragonblood ancestry feat, even a lineage feat.
Special You can select this feat again at 6th, 10th and 14th level to gain an additional 5th-, 9th-, or 13th-level dragonblood feat, respectively.
Locking eyes or exchanging words with a dragon can quickly lead to ruin. If your next action is to Cast a Spell that has the auditory or linguistic trait, you can lock eyes with your foe, giving the spell the visual trait. Alternatively, if the spell has the visual trait, you can utter a phrase of power, giving the spell the auditory and linguistic traits. Choose a creature affected by the spell. The first time the creature would take a hostile action against you before the end of your next turn, it must succeed at a Will save
against your spell DC or lose the action. If you take a hostile action before then, the effect ends.
You weave a rune dragon's master traps into your spell. If your next action is to Cast a Spell that affects an area and has a duration exceeding 1 round, you hide an insidious magical snare in the area. The first time an enemy enters the area or attempts to move through it, they must make a Reflex save, as arcane fetters attempt to bind them in place. On a failure, the creature is immobilized for 1 round (2 rounds on a critical failure) and ends its movement. The Escape DC is your spell DC.
Trigger you're targeted by a mental effect or would make a save against one
You flood your mind with labyrinthine magic, making it as formidable as that of an archdragon. Expend one or more spell slots. For every three ranks of spells expended this way, you gain a cumulative +1 status bonus (max +4) to AC or saves against the triggering effect.
If you critically succeed at the save, or if the target critically fails the check, choose one of the following:
Traditions arcane, occult
Range 30 feet; Target 1 creature
Defense Will; Duration sustained up to 1 minute
Mimicking the deceptive calls of adolescent wailing dragons, you throw your voice, eliciting pity from nearby creatures. Choose a square within range for your cry to originate from. The target makes a Will save then becomes immune for 1 minute. On a failure, they're fascinated with the square for 1 round and must spend their first action on their next turn Striding toward the sound. The fascination only ends if you take a hostile action against the creature. The first time you sustain the spell on each subsequent round, choose a new target to hear the cry.
Traditions arcane
Range 60 feet; Target 1 creature
Defense AC; Duration sustained up to 1 minute
The immense chin blade of a vorpal dragon careens across the battlefield. Attempt a spell attack roll, dealing 2d8 slashing damage on a hit (double on a critical hit). This uses and builds your multiple attack penalty normally. Then, the blade dances restlessly around you, dealing you 1 persistent bleed damage for each round you've Sustained it. Each time you Sustain the spell, repeat the attack against any enemy within range.
When you roll a natural 20 this way, you can Dismiss the spell and use the vorpal rune's Snicker-Snack reaction if you meet the trigger's conditions, replacing the DC with your spell DC.
Heightened (+2) The damage increases by 1d8.
Traditions arcane, occult
Area 20-foot emanation
Defense Will; Duration sustained up to 1 minute
Howling winds, bursting lights, and invented scents fill the area.
When you Cast the Spell, creatures in the area that have a precise sense make a Will save against this sensory onslaught. Affected creatures can attempt to disbelieve the illusion by spending one action with the manipulate trait to focus. When they do, they attempt another Will save, using the new result.
Critical Success No effect.
Success The creature is clumsy 1 for 1 round.
Failure The creature is dazzled and clumsy 1 for the duration.
Critical Failure As failure, but the creature is slowed 1 for the duration, sneezing violently.
Tradition arcane
Range 1 mile; Area 1000-foot burst
Defense Will; Duration 1 minute
Ancient decisions made by wise but fearful mages shaped the world. You see their rippling consequences and understand that those who came before were wrong. Vowing to mend these mistakes, you break the fabric of reality, unleashing a devastating temporal shockwave. All structures and unattended mundane objects in the area are eradicated, then any number of creatures you choose in the area make a Will save. Creatures reduced to 0 hit points by this spell are removed from reality, though the ramifications of their actions and memories of them persist for one generation. When you Fuel the spell, any number of creatures in the area gain 20 temporary hit points.
Lethologic Mark An act of magic so potent costs much. You can't cast 10th-rank spells, and your magic recedes with time. Each week, lose one spell slot of your highest rank until the lethologic mark is healed. To heal this mark, complete a release the ego to restore the soul ritual in the Dimension of Time.
Critical Success No effect.
Success The creature takes 20d10 force damage and is stunned 1.
Failure The creature takes 30d10 force damage and is stunned 2.
Critical Failure The creature is obliterated. This is not a death effect.
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