domenica 29 marzo 2026

New Spell Chain: Form of the Nature Dragon

Here’s a spell chain for spellcasters who want to become linnorms or land dragons (from The Bardess’ Library #5).

This post already appeared for patrons only on my Patreon page. If you wish to see stuff in advance and have access to other rewards, please consider donating!


Form of the Nature Dragon I

School transmutation (polymorph); Level alchemist 6, arcanist/sorcerer/wizard 6, druid 7, shaman 7, skald 6, witch 7

Casting Time 1 standard action

Components V, S, M (a scale of the dragon type you plan to assume)

Range personal

Target you

Duration 1 minute/level (D)

Saving Throw see text; Spell Resistance no

You become a Medium land dragon or linnorm. Druids can choose from the land dragon (amber, hyacinth, jade, moonstone, or pearl) forms only; skalds and witches can choose from the linnorm (cairn, crag, fjord, gare, ice, sea, taiga, tarn, or tor) forms only. You gain a +4 size bonus to your Strength, a +2 size bonus to your Constitution, a +4 natural armor bonus, a fly speed of 60 feet (poor), darkvision with a range of 60 feet, a breath weapon, and resistance to one form of energy or effect. You also gain one bite attack (1d8), two claw attacks (1d6), and either two wing attacks (1d4) if you assume the form of a land dragon or a tail slap attack (1d6) if you assume the form of a linnorm. Your breath weapon and resistance depend on the type of dragon. You can use the breath weapon only once per casting of this spell. All breath weapons deal 6d8 points of damage unless noted otherwise and allow a Reflex save to halve the normal damage. In addition, some of the dragon types grant additional abilities, as noted below.


Dragon Type

Additional Abilities

Amber dragon

60-foot line of electricity, electric resistance 20, +4 bonus on saves vs. petrification

Cairn linnorm

30-foot cone of acid, acid resistance 20, climb 40 ft.

Crag linnorm

60-foot line of fire, fire resistance 20, swim 60 ft.

Fjord linnorm

60-foot line of cold, cold resistance 20, swim 60 ft.

Gare linnorm

30-foot cone of fire, fire resistance 20, swim 60 ft.

Hyacinth dragon

30-foot cone of fire, fire resistance 20, light reflection

Ice linnorm

30-foot cone of cold, cold resistance 20, climb 40 ft., swim 40 ft.

Jade dragon

30-foot cone of sonic (damage dice are d6 instead of d8s), sonic resistance 20, woodland stride, greensight 60 ft.

Moonstone dragon

30-foot cone of cold, cold resistance 20, improve fly maneuverability to average

Pearl dragon

30-foot cone of fire, fire resistance 20, swim 60 ft.

Sea linnorm

60-foot line of electricity, electric resistance 20, swim 60 ft.

Taiga linnorm

30-foot cone of electricity, electric resistance 20, swim 60 ft.

Tarn linnorm

30-foot cone of acid, acid resistance 20, swim 60 ft.

Tor linnorm

60-foot line of fire, fire resistance 20, climb 40 ft., swim 60 ft.


Form of the Nature Dragon II

School transmutation (polymorph); Level arcanist 7/sorcerer/wizard 7, druid 8, shaman 8, witch 8

This spell functions as per form of the nature dragon I, except that it also allows you to assume the form of a Large land dragon or linnorm. Druids can choose from the land dragon (amber, hyacinth, jade, moonstone, or pearl) forms only; witches can choose from the linnorm (cairn, crag, fjord, gare, ice, sea, taiga, tarn, or tor) forms only. You gain the following abilities: a +6 size bonus to your Strength, a +4 size bonus to your Constitution, a +6 natural armor bonus, a fly speed of 90 feet (poor), darkvision with a range of 60 feet, a breath weapon, damage reduction 5/magic (if you assume the form of a land dragon) or 5/cold iron (if you assume the form of a linnorm), and resistance to one form of energy or effect. You also gain one bite attack (2d6), two claw attacks (1d8), a tail slap attack (1d8), and either two wing attacks (1d6) if you assume the form of a land dragon or a constrict special attack (1d8 + 3 times your Strength bonus) if you assume the form of a linnorm. All breath weapons deal 6d8 points of damage unless noted otherwise and allow a Reflex save to halve the normal damage. Line breath weapons increase to 80-foot lines and cones increase to 40-foot cones.


Form of the Nature Dragon III

School transmutation (polymorph); Level arcanist/sorcerer/wizard 8, druid 9, shaman 9, witch 9

This spell functions as per form of the nature dragon II, except that it also allows you to take the form of a Huge land dragon or linnorm. Druids can choose from the land dragon (amber, hyacinth, jade, moonstone, or pearl) forms only; witches can choose from the linnorm (cairn, crag, fjord, gare, ice, sea, taiga, tarn, or tor) forms only. You gain the following: a +10 size bonus to your Strength, a +8 size bonus to your Constitution, a +8 natural armor bonus, a fly speed of 120 feet (poor), a breath weapon, and immunity to one form of energy or effect (of the same type form of the nature dragon I grants either a bonus against or resistance to, if any). If you assume the form of a land dragon, you also gain blindsense with a range of 60 feet, charming presence (DC = DC for this spell), darkvision with a range of 120 feet, and damage reduction 10/magic. If you assume the form of a linnorm, you also gain darkvision with a range of 60 feet, damage reduction 10/cold iron, death curse, scent, and true seeing. You also gain one bite attack (2d8), two claw attacks (2d6), one tail slap attack (2d6), and either two wing attacks (1d8) if you assume the form of a land dragon, or a constrict special attack (2d6 + three times your Strength bonus) if you assume the form of a linnorm. You can use the breath weapon as often as you like, but must wait 1d4 rounds between uses. All breath weapons deal 12d8 points of damage unless noted otherwise and allow a Reflex save to halve the normal damage. Line breath weapons increase to 100-foot lines and cones increase to 50-foot cones.


sabato 28 marzo 2026

Mythic Dragon Spirit

A mythic version of a spirit created by me in a previous post.

This post already appeared for patrons only on my Patreon page. If you wish to see stuff in advance and have access to other rewards, please consider donating!


Mythic Dragon Spirit


Mythic Spirit


Manifestation: All spells that the shaman casts with an energy descriptor matching her energy type are modified by Flaring Spell (fire or electricity), Rime Spell (cold), or Toxic Spell (acid). This doesn’t increase the spells’ level or casting time.


Mythic Spirit Animal: The spirit animal gains the draconic template.


Mythic Spirit Hexes


Draconic Essence: The shaman gains Mythic Draconic Manifestation as a bonus mythic feat. She also can roll each Intimidate skill check twice and keep the best result.


Dragon Magic: The shaman may cast spells she gains access to with this revelation as if they were on her spirit magic spells list.


Dragon Senses: The shaman adds 60 ft. to her darkvision or blindsense range. At 15th level, the shaman gains blindsight with a range of 30 ft. If she already has blindsight, she instead increases its range by 30 ft.


Dragon Tail: The shaman’s tail becomes a full-fledged secondary natural weapon, granting her an additional attack per round. The shaman suffers a -5 penalty on attacks roll with her tail, but adds 1-½ her Strength bonus to the damage dealt with it.

mercoledì 25 marzo 2026

Mythic Dragon Mystery

This is an addition to the Mythic Mystery (Power) Mythic class feature for oracles from the Mythic Hero’s Handbook.

This post already appeared for patrons only on my Patreon page. If you wish to see stuff in advance and have access to other rewards, please consider donating!


Mythic Dragon Mystery


Dragon Resistances: The oracle may spend a point of mythic power to grant either an energy resistance or natural armor bonus equal to those granted by the revelation to an ally for 8 hours.


Dragon Senses: The oracle adds 60 ft. to her darkvision or blindsense range. At 15th level, she gains blindsight with a range of 30 ft. If the oracle already has blindsight, she instead increases its range by 30 ft.


Presence of Dragons: A creature failing its saving throw is frightened rather than shaken.


Tail Swipe: The oracle’s tail becomes a full-fledged secondary natural weapon, granting her an additional attack per round. The oracle suffers a -5 penalty on attack rolls with her tail, but adds 1-½ her Strength bonus to the damage dealt with it.


Final Revelation: All spells that the oracle casts with an energy descriptor matching her energy type are modified by Flaring Spell (fire or electricity), Rime Spell (cold), or Toxic Spell (acid). This doesn’t increase the spells’ level or casting time.

domenica 22 marzo 2026

New Drake Powers, Part 4

End of this miniseries!

This post already appeared for patrons only on my Patreon page. If you wish to see stuff in advance and have access to other rewards, please consider donating!


Salt Breath (Su): The drake gains a salt breath weapon. It functions as the breath weapon power and can be improved with the improved breath weapon and greater breath weapon powers, but only deals half of the listed damage. This is slashing damage. In addition, the salt crystals absorb bodily fluids, dealing 1 point of Constitution damage to living targets. To select salt breath, a drake must have the earth or water subtype and must not have the breath weapon power.


Savage Bite (Ex): The drake applies 1-½ times its Strength bonus to damage dealt with its bite attack, and it threatens a critical hit on a 19-20.


Shadow Blend (Su): The drake can disappear into the shadows when in conditions of illumination other than bright light, gaining concealment (20% miss chance). It can resume or suspend this ability as a free action.


Skilled Hands (Ex): The drake’s front limbs are nimble enough to manipulate and wield items (but not weapons).


Snow Vision (Ex): The drake can see perfectly well in snowy conditions, and does not take any penalties on Perception checks while in snow. To select snow vision, a drake must have the cold subtype.


Speed (Ex): The drake increases one of its speeds by 10 feet. This power can be selected more than once.


Spell-Like Ability (Sp): The drake gains one 1st-level spell as a spell-like ability that can be used once per day. This power can be selected more than once. To select spell-like ability, the drake’s charge must be at least 7th level.


Spell-Like Ability, Greater (Sp): Either the drake can use one of his 1st- or 2nd-level spell-like abilities three times per day, or gains one 3rd-level spell as a spell-like ability that can be used once per day. To select greater spell-like ability, the drake must have the spell-like ability and improved spell-like ability powers and its charge must be at least 15th level.


Spell-Like Ability, Improved (Sp): Either the drake can use one of his 1st-level spell-like abilities three times per day, or gains one 2nd-level spell as a spell-like ability that can be used once per day. This power can be selected more than once. To select improved spell-like ability, the drake must have the spell-like ability power and its charge must be at least 11th level.


Spell Resistance, Lesser (Su): The drake gains spell resistance equal to its CR +6. To select lesser spell resistance, the drake’s charge must be at least 7th level.


Spell Resistance, Greater (Su): The drake’s spell resistance increases to its CR +11. To select greater spell resistance, the drake must have the lesser spell resistance power and its charge must be at least 15th level.


Tremorsense (Ex): The drake gains tremorsense in a 30 ft. radius. The drake is sensitive to vibrations in the ground and can automatically pinpoint the location of anything that is in contact with the ground. If the drake has the amphibious power, it can also sense the location of creatures moving through water. To select tremorsense, the drake must not have the earth subtype.


Wing Buffet (Ex): The drake gains two secondary wing attacks that deal damage according to its size. To select wing buffet, the drake must have the claws, glide, and flight powers and its charge must be at least 15th level. 


Woodland Stride (Ex): The drake can move through any sort of foliage at full speed without taking damage or suffering impairment. Areas of foliage that have been magically manipulated affect it normally.

sabato 21 marzo 2026

New Drake Powers, Part 3

Magma Shake to Psychic Magic…

This post already appeared for patrons only on my Patreon page. If you wish to see stuff in advance and have access to other rewards, please consider donating!


Magma Shake (Ex): Whenever the drake exits from being submerged in molten rock (either magma or lava), on the next round as a full-round action, it can shake its body, flicking a fine spray of scalding molten rock in every direction. All creatures within a 30-foot radius of the drake take 5d6 points of fire damage from the shower of scalding rock; a successful Reflex save (DC = 10 + ½ the drake’s Hit Dice + its Dex modifier) halves the damage. Performing a magma shake clears the drake’s scales of all excess molten rock and it must resubmerge itself in order to use this attack again. To select magma shake, a drake must have the fire subtype, the burrow and improved burrow powers, and its charge must be at least 11th level.


Misty Camouflage (Ex): The drake can use Stealth to hide whenever it is in or adjacent to an area of mist, even while being observed. To select misty camouflage, the drake must have the air subtype.


Necromantic Immunity (Su): The drake becomes immune to curse effects, energy drain, and negative energy. 


Nimbus of Stars (Su): The drake has a continual supply of tiny motes surrounding its body. Any non-blind creatures within 10 ft. of the drake must make a Fortitude save (DC = 10 + ½ the drake’s HD + its Constitution modifier) or become dazed. Those who succeed are still dazzled by the nimbus. These effects last while the creature is within the aura and an additional round after the creature leaves. To select nimbus of stars, the drake’s charge must be at least 15th level.


Poison (Ex): The drake’s tail attack is replaced by a sting attack that delivers damage according to its size plus poison.

Sting—injury; save Fort (DC = 10 + ½ the drake’s HD + its Constitution modifier); frequency 1/round for 6 rounds; effect 1 Strength damage; cure 1 save.

When the drake reaches 4 hit dice, the poison deals 1 Strength point of damage and 1 Dexterity point of damage; at 7 hit dice, it deals 1d2 points of both Strength and Dexterity damage.


Pounce (Ex): When the drake makes a charge, it can make a full attack.


Predatory Grab (Ex): The drake moves at full speed when it chooses the move option after maintaining a grapple, though it can’t carry the grappled creature aloft. The drake can spend one use of its speed surge to move a grappled creature in this way without requiring a check to maintain the grapple. To select predatory grab, a drake must have the speed surge power. 


Prehensile Tail (Ex): The drake’s tail is long and flexible enough to be used to carry or manipulate items, as if it were a third hand. To select prehensile tail, the drake must have the skilled hands power.


Psychic Magic (Sp): The drake gains the psychic magic universal monster ability. It gains a number of psychic energy (PE) points equal to its Hit Dice -2, and its caster level is equal to its Hit Dice. The drake can select a number of spell levels to cast as psychic magic equal to ½ its Hit Dice; casting each spell costs 1 psychic energy point for spell level. 

mercoledì 18 marzo 2026

New Drake Powers, Part 2

 Energy Immunity to Magic Item Slot.

This post already appeared for patrons only on my Patreon page. If you wish to see stuff in advance and have access to other rewards, please consider donating!


Energy Immunity (Ex): The drake gains immunity to one energy type. To select energy immunity, the drake must have the energy resistance power and its charge must be at least 19th level.


Energy Resistance (Ex): The drake gains resistance 10 to one energy type. To select energy resistance, the drake’s charge must be at least 11th level. This power can be selected more than once, each time gaining resistance to a different energy type.


Etheric Shift (Ex): The drake can become ethereal (as the etherealness spell) once every 3 rounds as a swift action. The drake can activate this effect as a free action whenever it uses its speed surge ability, regardless of the number of rounds since the last time it used etheric shift. Once this ability is activated, the drake remains ethereal for 1 round. To select etheric shift, the drake must have the aether subtype and the aetheric bite and speed surge powers, and its charge must be at least 11th level.


Fast Healing (Su): The drake gains fast healing 2. To select fast healing, the drake’s charge must be at least 11th level.


Fogvision (Ex): The drake can see normally through any form of natural or magical mist, fog, or precipitation. To select fogvision, the drake must have the air subtype.


Forceful Bite (Su): The drake’s bite attack deals +1d6 force damage. On any rounds it is unable to use its breath, the drake’s bite attack also deals 1d6 bleed damage. To select forceful bite, the drake must have the breath weapon, improved breath weapon, and greater breath weapon powers and its charge must be at least 11th level.


Greensight (Su): The drake can see through thick plant matter as though it were transparent, in a 60-ft. range. Greenery, leaves, undergrowth, and vines offer no concealment to the drake’s sight, though solid wood still blocks its line of sight.


Hold Breath (Ex): The drake can hold its breath for a number of minutes equal to 6 × its Constitution score before it risks drowning. To select hold breath, the drake must have either the burrow and improved burrow or the swim and improved swim powers.


Icewalking (Ex): This ability works like spider climb, but the surfaces the drake climbs must be icy. The drake can move across icy surfaces without penalty and does not need to make Acrobatics checks to run or charge on ice. To select icewalking, the drake must have the cold subtype.


Lifesense (Su): The drake can notice and locate living creatures within 60 feet, as if it had blindsight.


Link (Su): The drake gains a telepathic link with its charge. So long as the drake is on the same plane as its charge, it may communicate with that creature over any distance.


Magic Item Slot (Su): The drake can be convinced to wear one particular magic item, like a magic barding or boots, as long as the item is beautiful and made of precious materials (worth more than 50,000 gp). If this power is selected twice, the drake will consent to wear any type of magic item, as long as it is made and adorned especially for its use; such an item costs double of its listed price.