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Draconian magick
Draconian magick




When using Dragon Magic you are in fact calling forth an element in its Dragon form. Dragon Magic, like all Magic is made up in its base form from the five main elements that exist throughout the known universe, Fire, Wind, Earth, Air and Spirit. They make for exceptional allies who can be called on in times of need, for protection or guidance. The power of Dragons can be a great influence not only in one’s Magical working, but in day to day life as well.ĭragons are often called on as guardian spirits. Sivaks eat virtually anything, and have a special fondness for elven flesh.Dragon Magic could be defined as using the aid of a Dragon while working Magic. Sivaks are tend of strong drink, but like the Baaz, alcohol has no significant effect on their ability to fight. They sometimes ally with a powerful Aurak leader or join with a Kapak band for some recreational slaughter of the Baaz. They welcome any opportunity to steal magical items and are also fond of gems and jewelry.Įcology: Sivaks are distrustful of other draconian races and generally avoid them. They enjoy all types of gambling, wagering money, food, alcohol, or prisoners on endless card and dice games. They make decisions by consensus and spend most of their time waylaying travelers. Habitat/Society: Sivak bands usually can be found in secluded mountain caves. It the slayer was not a humanoid or if it was a humanoid larger than the Sivak, the Sivak immediately bursts into flame upon reaching 0 hp, causing 2d4 points of damage to all within ten feet (no saving throw). It remains in its death shape for three days, after which time it decomposes into black soot. If the slayer was a humanoid the same size as or smaller than the Sivak, the slain Sivak shapechanges into the form of its slayer. What happens to a Sivak when it reaches 0 hit points depends on the size of its slayer. Sivaks gain a +2 bonus to all saving throws. Sivaks also use magical weapons whenever available. A favorite weapon is a Sivak-designed sword with barbed notches on each edge: this weapon causes 1d10 points of damage. They also use a variety of weapons, including long swords, two-handed swords, battle axes, and spears. Sivaks attack with both claws for 1d6 points of damdge each and with their long, heavy tails for 2d6 points of damage (the tails can strike opponents on any side). A shapechanged Sivak can kidnap an opponent, destroy him, then shapechange to the form of this victim. A shapechanged Sivak can penetrate deep into a enemy stronghold, or it can secretly observe humanoid enemies. Sivaks use their shapechanging ability to explore or spy in lands hostile to draconians. but cannot shapechange again until it kills another victim. A Sivak can change back to its normal form at any time. A Sivak can remain in this new form as long as it wishes. It does not gain the memories, experiences, or spell use of its victim and, like all draconians, it contniues to radiate magic, but its appearance and voice are exact matches to those of the victim. When a Sivak slays a humanoid of its size or smaller, it can take the form of the victim. Many opponents are unfamiliar with the existence of flying draconians, glving the Sivaks the additional advantage of surprise - for instance, a Sivak charging on all fours can suddenly take to the air and swoop at its opponent from behind. They can race forward on all fours, silently glide from a height, or attack from the air. The Sivaks’ movement flexibility gives them an important tactical advantage. They refuse to fight to the death, flying to safety if a battle turns against them. Unless ordered by a strong leader, they do not go into battle when the odds are stacked against them, nor do they venture into an area where an ambush is possible. Sivaks work especially well in teams defending one another against unexpected attacks and surrounding opponents to assault them from all sides. They are extremely agile in the air, as maneuverable as dragons and nearly as fast.Ĭombat: Like most draconians, Sivaks relish the suffering of their victims but Sivaks are particularly nasty, no victim is too small or too weak to be victimized by a Sivaks. Sivaks can run and glide like most other draconian races, but they are unique in their ability to fly. Sivaks seldom wear armor, but they sometimes wear flowing capes and decorative metal bands around their arms, legs, necks, and tails. They emit a mild odor that smells ilke hot metal and smoke. Topping nine feet in height, they are the largest draconian race. Sivaks have gleaming sliver scales and black eyes. They are among the most powerful draconians, second only to Auraks. Sivaks are savage, shapechanging draconians that are derived from the eggs of silver dragons. Any, but usually tropical, subtropical, and temperate/Mountain and hillĦ, Run 15 (this movement rate applies when the draconian is running on all fours, flapping its wings), Glide 18, Fl 24 (C)






Draconian magick