You call upon the powers of Tiamat, summoning forth 3 elemental aspects of the dragon goddess that sprout from your back. Roll 1d10 to determine which heads of Tiamat you summon. Each head then has an effect takes place. A creature can only take damage from 2 heads. After a creature takes damage from one head, they take half damage from the second head. The lava made from the fire breath does not get included in the damage for the maximum of the 2 heads.
Red Dragon: Spew forth artillery of molten lava to rain down on your enemies. Choose up to three points within range. Each point is covered in a 10 foot radius spherical downpour of molten fire. Each creature in the area must make a dexterity saving throw or take 6d10 fire damage. On a success, they take half damage. A creature in the area of more than one lava artillery is affected only once. After the fire lands, lava covers the area of the points for the next 3 turns. This lava deals 6d10 damage to any creature that starts its turn inside the lava or enters the area for the first time. Any creature that is affected by the water walk spell or similar effect takes half of the lava damage.
Blue Dragon: Fire an electrified beam of plasma in the direction of your choice. This beam spans up to 200 feet and is 5 feet wide. Each creature in the beam must make a Dexterity saving throw or take 6d12 lightning damage on a failure and half on a success. For each creature successfully hit by the beam, you can arc the lightning off of them to a nearby creature within 15 feet (who is not in the beam) to deal extra damage to them. This extra damage requires a Dexterity saving throw and deals ether half the damage that the original target took on a failure or none on a success.
Green Dragon: You may exhale a lethal neurotoxin in a 20 foot cone in front of you in any direction of your choice. Each creature in the area must make a constitution saving throw. On a failure, the target takes 6d8 poison damage and receives half health from any healing for the next 3 turns. The target takes half damage on a success and does not have reduced healing. Regardless if the target saved or not, they are poisoned until the end of your next turn.
White Dragon: You form a frigid beam of annihilation to crystalize a foe. Choose one target within range. The target must roll a constitution saving throw. On a failure, the target takes 8d12 cold damage. On a success, the target takes half damage. If the target failed the save by 5 or more, they are frozen solid until the end of their next turn . When frozen in this way, the target is petrified as a block of ice. A target petrified in this manner is vulnerable to bludgeoning and fire damage instead of gaining resistance. Taking at least 10 points of fire damage thaws the target and removes the petrified condition from them.
Black Dragon: You exhale fetid black clouds to rain down destructive acid onto a cube that is up to 40 feet in length on all sides. This acid rain lasts for 3 rounds and disappears at the end of your 3rd turn after the spell is cast. When this spell first appears and when a creature enters it for the first time on a turn or starts its turn there, the target must make a dexterity saving throw. On a failure, the target takes 6d6 acid damage. Any nonmagical metal weapons or nonmagical medium/heavy armor that a target is wielding or wearing while they fail this saving throw gains a permanent -1 to damage/armor from corrosion. Anything brought to a -3 penalty from this effect is destroyed. Bringing damaged equipment from this effect to any type of blacksmith will allow them to repair it. On a successful saving throw the target takes no damage.
For followers of Evil: The dragon queen does not take lightly when her name is invoked. To cast this spell, you must either be evil aligned, worship Tiamat and not be of good alignment, or pay tribute of a soul coin. Failure to meet the above criteria will result in the spell still being cast, but there being a 50% chance that Tiamat will smite you. If you fail to meet any of the requirements above, roll a d6. On an even number, you are safe. On an odd number, Tiamat will strike you with part of this spell. The DM chooses one out of the two heads you have not rolled for and centers that effect on you.
If you are a follower of Bahamut, this spell will automatically fail to cast for you and you will expend the spell slot without any effect.
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Roll |
Result |
|
1 |
Red, Blue, Green |
|
2 |
Red, Blue, Black |
|
3 |
Red, Blue, White |
|
4 |
Red, Green, Black |
|
5 |
Red, Green, White |
|
6 |
Red, Black, White |
|
7 |
Blue, Green, Black |
|
8 |
Blue, Green, White |
|
9 |
Blue, Black, White |
|
10 |
Green, Black, White |
* - (Optionally a soul coin)
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