Dragon Magic

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Dragon Magic

Dragons are inherently magical beings, and draconic is often used in the study of magic. As such it comes as no surprise that they and their mortal descendants have created a multitude of powerful spells throughout the ages. The most notable of these are silver dragons and Silver half dragons. Although silver dragons have a reputation for being sociable with humans and elves, they are mostly known for their arcane knowledge and love for humanity's drive. Silver dragons actively seek out humans, and mingle among them with their shapeshifting abilities, as they truly love how humanity forces them into action with their short yet active lives. Silver half dragons share humanity's drive, which is why many have become renowned wizards in their own right, and have even created their own arcane tradition; the Dragonsinger. Green half dragons on the other hand have a reputation for being gifted sorcerers, usually tapping within the magical nature of their draconic ancestry. They are renowned for creating the elemental exchange and fury of tiamat spells, as they (and other half dragon spellcasters as well) often prefer to fight close and personal.

Bronze Dragon's Wrath

Evocation Cantrip


  • Classes: Sorcerer, Wizard
  • Casting Time: 1 action
  • Range: Self (10-foot line)
  • Components: V, S
  • Duration: Instantaneous

A stroke of lightning forming a line 10 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw or take 1d6 lightning damage. Those affected have disadvantage on this saving throw if they are wearing armor made of metal.

The spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Copper Dragon's Trickery

Enchantment Cantrip


  • Classes: Bard, Cleric, Sorcerer, Wizard
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V
  • Duration: Concentration, up to 1 minute

You curse a foe with mishap, which strikes whenever it slips up. When you cast this spell, you can choose a creature you can see within range.

At any time before the spell ends, when the target of this spell makes an attack roll, you can use your reaction to curse the first attack roll made by the target that turn. If this attack misses, then the target must make a Dexterity saving throw or fall prone. The target can't stand up from being prone until the start of its next turn.

Elemental Exchange

3rd-level Evocation


  • Classes: Sorcerer
  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You tear your foes apart with elemental power, and absorb the released energy to heal your own wounds. As part of this spell choose either acid, cold, fire, lightning, poison, or thunder damage. Make a melee spell attack against a creature within your reach. On a hit, the target takes 2d8 damage of your chosen type, and you regain hit points equal to the amount of damage dealt. Until the spell ends, you can make the attack again on each of your turns as an action.

If you use the Quickened Spell Metamagic option on this spell, you can make all subsequent attacks with this spell as a bonus action. If you choose to do so, then the healing you receive from this spell on these subsequent attacks is halved.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.

Fury of Tiamat

2nd-level Evocation


  • Classes: Artificer, Sorcerer, Warlock, Wizard
  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: 1 round

As Tiamat's draconic fury fills you, target a creature within 30 feet. You grow spectral wings that propel you into the air in a line toward that creature. While travelling in this line, you are considered flying and you elevate above any creatures that would block your path. Additionally, opportunity attacks made against you as you move in this line are made with disadvantage.

When you reach the targeted creature, you slam into it with devastating force and the creature makes a Dexterity saving throw, taking 2d6 fire damage and 2d6 force damage on on a failed save, and half as much damage on a successful one. Additionally, on a failure, the targeted creature must make a Strength saving throw to avoid being knocked prone. If the target is flying or hovering, it can't be knocked prone.

If you are aloft after this action is completed, you can descend to the ground at a rate of 60 feet per round, land on your feet, and take no falling damage.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the force damage increases by 1d6 for each slot level above 2nd.

Gem Dragon's Roar

3rd-level Enchantment


  • Classes: Artificer, Bard, Sorcerer, Wizard
  • Casting Time: 1 action
  • Range: Self (30-foot cone)
  • Components: V
  • Duration: Instantaneous

You unleash a devastating wave of psychic power in a 30-foot cone out from you and in a direction you choose. Each creature of your choice in the cone must make an Intelligence saving throw. On a failed save, a target takes 4d6 psychic damage, and is knocked prone due to the mental onslaught. On a successful save, a target takes half as much damage and isn't knocked prone.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

Io's Cursed Foresight

7th-level Divination


  • Classes: Bard, Sorcerer, Warlock, Wizard
  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Instantaneous

Choose one creature you can see within range, the dragon god Io grants it a momentary glimpse of the future, and it sees a vision of its own demise.

The target must make a Wisdom saving throw. On a failed save, it takes 5d8 + 20 psychic damage, and is stunned for 1 minute, as its mind reels from the vision of its death. On a successful save, the target takes half as much damage and is incapacitated until the end of its next turn as its mind quickly recovers from the foresight of its doom.

A stunned target can make a Wisdom saving throw at the end of each of its turns, ending the effect on a success.


NOTE: Your DM can choose to make the vision, that the target of this spells suffers from, a possible future outcome. Optionally, your DM can choose to make the target's demise a written destiny that cannot be avoided for the sake of the story, if the target survives the spell.


Io's Subtle Touch

3rd-level Divination


  • Classes: Bard, Cleric, Sorcerer, Wizard
  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

Choose one creature you can see within range, the target's destiny is guided by Io's subtle manipulations. Once per turn, when the target makes an ability check, attack roll, or saving throw, it can reroll that die roll and use either result. The target can make this choice after they see the roll, but before the DM says whether the roll succeeds or fails.

Magic Fang

Transmutation Cantrip


  • Classes: Druid
  • Casting Time: 1 bonus action
  • Range: Touch
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You touch a creature to enhance its natural weaponry. All of the target's natural weapons now count as magical weapons. When the target rolls a 1 or 2 on a damage die for these weapons, it can reroll the die and must use the new roll, even if the new roll is a 1 or a 2.

Whenever the target deals damage with a natural weapon, it can deal its original amount of damage, or 1d6 (additional bonuses to its damage still apply), whichever is higher.

This damage option increases to 1d8 at 5th level, 1d10 at 11th level, and 1d12 at 17th level.

Shield of Bahamut

6th-level Abjuration


  • Classes: Bard, Cleric, Sorcerer, Wizard
  • Casting Time: 1 reaction, which you take in response to an incoming threat.
  • Range: Special
  • Components: V, S
  • Duration: Special

In the face of danger, you create a barrier that protects you and those around you. A faintly glowing sphere of protection appears in a location of your choice, although you must be within the sphere. It has a radius of your choice, to a maximum of 20 feet. The sphere originally lasts until the start of your next turn, but at the start of that turn you can use your action to maintain the barrier, up to a maximum duration of 1 minute. If you do, you must begin concentrating on that spell.

Choose one of the following options. Hazards of the chosen type cannot physically pass through the barrier or affect anything within it.

  • Physical projectiles.
  • A specific spell or effect, such as a dragon's breath weapon.
  • An environmental danger, such as falling rocks or a lava flow.

At Higher Levels. When you cast Shield of Bahamut using a spell of 7th level or higher, the maximum radius increases by 20 feet for each slot level above 6th.

 

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