
Steelsting
This spell brings into being a brief maelstrom of dagger-like flying darts of enchanted force,that whirl and flash about within the spell's area of effect.slicing all creatures they come in contact with for 6d4 hp damage.Victims who are free to move out of the area of effect are allowed a saving Throw vs. spells(if succesfull they suffer only half damage),but victims who are constrained( for example,beings in a narrow passageway,or who are climbing a ladder or tethered to a heavy weight)against agile dodging or an ability to get out of the area of effect recieve no such saving throws.
The Blade-Like "darts" the spell creates are emissions of a whirling magical field,not metal weapons or anything that can be considered a solid, "normal" missile.Shields and armor can't stop them,though a wall or closed door can;rather then ricocheting off a partial barrier such as a shield,a dart simply "dissolves" back into the field and flares into sharpness again on the other side of the barrier.
(Evocation)
Level:4
Range:90 yards
Components:V
Duration:Instantaneous
Casting Time:1
Area of Effect:Cylinder 6' across and 24' long
Saving Throw:Special

Flame Sands
(Alteration,Evocation)
Level:4
Range:30 yards
Components:V
Duration:6 rounds
casting Time:1
Area of Effect:Special
Saving Throw:1/2
This spell enables its caster(who may be an automation such as a gargoyle affected by an imbue with spell ability)to vomit forth sand in a thin,forceful stream at the creature's usual THAC0(one stream per round).
The sand is almost molten,and its heat burns living things for 2d4+2 hp damage per stream.Its impact automatically shatters all glass,ruins all reflective(mirrored) surfaces,and clings to(cloak the appearance of) all gemstones and other crystals,which must be carefully heated and scraped to restore them to their former condition.(Re-Heated gems are usually altered in hue regardless of how much care is taken over their restoration.)
Flame Sands that strike water send forth scalding jets of stream in all direction(to a distance of about 6 yards).Any creature struck by these steam-spouts suffers double damage of a sand stream(4d4+4 hp damage).
saving throws are allowed against sand or steam strike,representing dodging or finding cover to lessen damage to half.

Scalespurs
(Evocation)
Level:4
Range:0
Components:V
Duration:2 days
Casting Time:1
Area of Effect:33 specific scales on caster
Saving Throw:None
The Magic creates large,smooth,semicircular bars of glowing translucent force that rise from one end of an exposed body scale and descend to meet its other end.
The "Handles" created by this spell are non-metalic and non-conductive(ie;heat,electrical discharges and the like arent transfered along them from dragon to rider,or vice versa),and they appear on specific scale of the dragons choosing.They are solid and unbreakable,and they can support any amount of weight,even being used to lash down cargo or take lines that the dragon can use to tow large objects.Once created,they last till the spell expires,even if the dragon falls unconcious or dies.
Scalespurs can't be broken off and won't vanish even with the direct application of a Dispel Magic spell; to remove one,Three Dispel Magics must be directly cast(ie; by touch)on it,or the scale it is attached to must be hacked away from the dragon's body.
Many mages are avidly seeking this spell;there is a belief that a modification of it could make the manufacture of Dragonscale armors much swifter,less costly,and simpler.

Talonsnatch
(Alteration)
Level:4
Range:90 yards
Components:V
Duration:2 rounds
Casting Time:1
Area of Effect:1 being (per round)
Saving Throw:Special
This spell creates an invisible "plucking" force extending from the casters talons to an intended target(a single viisible being,though the dragon may choose different beings in each round of the spell's existence).The Spell can be employed in two ways:as a deft snatch of a being onto the dragon's back(protecting the target from all damage despite whatever speed the dragon is flying,and steering them safely past his wings)or as an attack(Plucking the target into the Dragon's claws).
There is no Saving throw against the first form of the spell,even if the being doesn't want to be "taken aboard" the dragon or is unaware of what is about to occur.A d20 should be rolled for both passenger and dragon;if one roll is a "1",the passenger is buffeted for 1d4+1 hp damage in the Journey to the dragon's back;if both rolls have a "1" result,the passenger falls from the dragon's grasp.In the latter case,falling damage applies unless the height above the ground is great enough to allow the dragon to catch the dropped passenger before impact,either by use of this spell or by a physical snatch attempt;the latter may well involve some impact damage.
A normal save vs. spells is allowed against the attack form of a Talonsnatch.if it succeds,the spell fails utterly and is wasted.If it Fails,the target being is hurled forcibily into the dragon's claws,receiving normal claw attack damage instantly.Thereafter,the target can be dropped by the dragon(falling damage probably applies)or handled as described under "Snatch".
The Caster of this spell can use either form of the spell in each round of its existence(ie;it can attack in one round,and pluck a passenger safely in the other,or expend both rounds employing the same form of the spell).The presence of a passenger or attacked victim from the first round of the spell has no effect on the operation of the spell in its second round.
