Arcanite Cigars created by a crafty or should i say crazy Mage somewhere in New Albion. She combined "high" magic with elven herbs, these cigars are alchemical wonders. All cigars have color coded. The cigars have 1 charge. It takes a action to light the cigar.
Black Band Cigar - Healing breath: Ignite the cigar then inhale. After you ignite you have 1 charge of Healing Breath: You loose half your HP Max and breath out at a target that target gains the the lost HP of the cigars user lost HP. The Cigar have a 15 ft. range.
White Band Cigars - Healing: Ignite the cigar then inhale. After you ignite you have 1 charge of Healing: You gain 1d10 + Con Modifier in HP.
Red Band Cigars - Fire Breath: Ignite the cigar then inhale. After you ignite you have 1 charge of Flame Breath: Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren’t being worn or carried.
Orange Band Cigars - Comprehend Languages: Ignite the cigar then inhale. After you ignite you have 1 charge of Flame Breath: You understand any spoken language that you hear while the spell lasts. While touching the surface where words are written, you can also understand any written language you see. One page of text can be read in approximately 1 minute. Secret codes in text and glyphs that aren't part of any written language can't be decoded with this spell. You have this ability for 1 hour.
Yellow Band Cigars - Light Cloud: Ignite the cigar then inhale. After you ignite you have 1 charge of Light Cloud: You blow a light cloud that glows with light. The cloud follows the one who smoked the Cigar. The cloud shines bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like.The cloud vanish if the user smokes another Yellow Band Cigar. The Cloud last for one hour.
Green Band Cigars - Leech Life: Ignite the cigar then inhale. After you ignite you have 1 charge of Leech Life: You breath out at a target and that target takes 1d10 points of damage, you gain that amount of life points. This has the range of 15 ft.
Blue Band Cigars - Hit Point Bonus: Ignite the cigar then inhale. After you ignite you have 1 charge of Hit Point Bonus: You gain 1d10 + con modifier temp hit points. Only one Blue Band Cigar can be used at a time.
Indigo Band Cigars - Feather Fall: Ignite the cigar then inhale. After you ignite you have 1 charge of Feather Fall: Exhale the smoke and choose up to five falling creatures within range. A falling creature's rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet, and the spell ends for that creature.
Violet Band Cigars - Hex: Ignite the cigar then inhale. After you ignite you have 1 charge of Hex: You exhale the smoke at your target you place a curse on a creature that you can see within range. Until the spell ends, you deal an extra 1d6 necrotic damage to the target whenever you hit it with an attack. Also, choose one ability when you cast the spell. The target has disadvantage on ability checks made with the chosen ability.
If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to curse a new creature.
A remove curse cast on the target ends this spell early.
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