Level
9th
Casting Time
1 Action Ritual
Range/Area
Touch
Components
V, S, M *
Duration
Concentration 1 Minute
School
Evocation
Attack/Save
None
Damage/Effect
Damage

To cast this spell, the creature eats the Hot Pepper as you use the Piece of Charcoal to draw a Draconic symbol representing the damage type chosen onto the Dragon Scale.  You then slap the Dragon Scale onto the forehead of said creature, as you also speak aloud the name of the damage type chosen, in Draconic.  You the caster or the creature the spell is cast upon may choose from ONE OF the damage types of Acid, Cold, Fire, Lightning, Poison, or Water (water is bludgeoning damage).  The damage type chosen remains the damage type used for the entire duration of the spell.  

Once cast the creature is imbued with the power of the spell until the spell is broken, dispelled, cancelled by the caster or creature so imbued, or the imbued creature becomes incapacitated.  If the spell is stopped for any of these reasons, the Dragon Scale falls off the creature's forehead and shatters and is considered destroyed.  If the spell runs its full duration, the scale and charcoal both disappear in a tiny puff of smoke and is consumed. 

For the duration of the spell the imbued creature can breath out the chosen damage type of the spell in either a 60-Foot Circle or a 5-foot-by-60-foot line, depending on the damage type, as many times as their character is physically able to.  [This means that for 1 minute (or longer or shorter if other conditions apply), the imbued creature has the ability to use their action to project this spell's effect for every full action they have on their turn for the entire duration of the spell.  If a PC has multiple full actions, this means they can use ALL of those full actions every turn until the spell ends, gets dispelled, the caster dismiss it, or the caster is incapacitated.]  

Any creature caught in the spell's effect area must make either a Dexterity or Constitution Saving Throw, depending on the damage type.  

Damage types:

Acid - 5ft by 60ft Line (DEX SAVE)

Cold - 60 ft Circle  (CON SAVE)

Fire - 60 ft Circle  (DEX SAVE)

Lightning - 5ft by 60ft Line (DEX SAVE)

Poison - 60 ft Circle (CON SAVE)

Water - 5ft by 60ft Line (DEX SAVE)

 

Any creature that fails their saving throw takes 8d12 damage of the chosen type and takes the Special Effect of the chosen damage type. 

Any creature that makes a successful save takes 1/4 the damage of the chosen type and does NOT take the Special Effect of the chosen damage type for that round.  

 

SPECIAL EFFECTS upon FAILED Saving Throw:

Acid: All creatures in the Area of Effect become Blinded until they Succeed a Dexterity Saving Throw to remove the acid from their body.  The area affected becomes difficult terrain as the acid melts everything inside the affected area.  Any affected creatures who fails their Dex Save 3 times in a row, becomes unconcious and must make Death Saving Throws.  If all three Death Saves fail, the creature is dissolved and consumed by the acid completely.  The acid persists where it was expelled for up to 1 hour as it dissolves everything it touches.  

Cold: All affected creatures become Slowed until they Succeed a Constitution Saving Throw and anything that is not a creature in the area of effect immediately becomes frozen.  Any affected creature who fails their save 3 times in a row, freezes solid and becomes unconcious and must make death saving throws.  Things like equipment, clothes, furntiure, and gear  that are frozen solid by this spell become brittle and can break more easily until they are thawed.  Thawing takes a minimum of 1 hour and can take as long as 24 hours, depending on local weather conditions and other factors. 

Fire: Everything in the Area of Effect catches on fire.  Any creature caught on fire by this spell must move out of the area of flames and take 1 Full Action to put themselves out.  Failing to douse the flames, moving into the flame affected area while it is still on fire, or any creature that starts their turn in the flaming area of effect will take 1d12 additional damage at the start of said affected creature's turn, after the initial round in which they were first set on fire by this spell, and said creature will continue to be on fire while inside the affected area.  Flames can spread to adjacent squares if the DM rolls a 5 or lower on a D20 Flame Spread Check.  If the DM rolls a 1 on said check the spell breaks and the flames douse completely.  If the flames are not put out in some way, then they will automatically douse themselves after 1 hour.  If any creature fails all 3 Death Saves while inside the spell's magical flame affected area, and their corpse is still inside the flaming area, said corpse is completely burnt to ash when the spell's duration completes.  

Lightning: Any creature inside the Area of Effect takes lightning damage and is considered restrained, as their muscles are clenched too tightly for them to move, unless or until they can make a successful Dexterity Saving Throw.  If they fail 3 Dexterity Saving Throws in a row, said affected creature falls unconcious and must make Death Saving Throws.  The lightning zone is also 60 feet tall.  

Poison:  Any creature inside the Area of Effect of the spell takes poison damage and becomes poisoned.  The area inside the cloud becomes heavily obscured.  Creature must make a successful Constitution Saving Throw to cease being poisoned.  Any creature who is poisoned and fails 3 Constitution Saving Throws in a row while poisoned with this spell, falls unconcious and must make Death Saving Throws.  Once this spell is cast with this damage type, a cloud of poison persists in the area it was cast for 1 hour, or until dispelled or the spell is cancelled.  Any creature that enters the cloud, starts their turn in the cloud, or is hit by the cloud and moves out of it is poisoned until they make a successful Constitution Saving Throw.  Any creature that stays in the cloud, even after a Successful Con Save, will keep becoming poisoned so long as they are still inside the cloud.  

Water:  Any creature hit with this effect takes bludgeoning damage and is stunned on a failed Dexterity Saving Throw.  The affected area becomes difficult terrain as the water is expelled from the imbued creature as giant, persistant, 60 foot tall waves that batter and smash everything in the affected area.  Affected area stays affected with these waves until the spell ends or is the duration expires.  Any creature (stunned or otherwise) that starts their turn inside of or enters into the affected area, takes 1d12 damage, at the beginning of their turn, for every round they are stuck in the affected area.  Any creature stunned by this spell must make a Successful Dex Save or continue to be stunned and continue to take damage.  Any creature that fails 3 Dexterity Saving Throws in a row and remains stunned from this spell effect becomes unconcious and must make Death Saving Throws.  If the creature fails their death saves and dies, and their corpse is still inside the waves, the corpse is battered and ripped apart more and more the longer they are in the churning waters.  If their corpse has been in the wave affected zone for more than 5 turns, it is completely liquified and considered destroyed, the waves becoming the color of the deceased's innards.  

 

NOTE:  This spell may only be cast once per Long Rest, even if there are spell slots of the appropriate level available to the Caster.  No exceptions.  The magical stress of this spell on the caster is insurmountable and would kill the caster should they try to cast it again before executing a Long Rest.  

RESISTANCE:  The caster (and the creature cast upon if not the caster) are made completely immune to the chosen damage type for the entire full duration of this spell and the entire full  duration of the chosen damage type's Special Effect; even if the spell is broken, dispelled, or dismissed or the caster and/or creature cast upon is/are incapacitated.   

* - (a Dragon Scale, a Fire Roasted Hot Pepper, and a Piece of Charcoal)

Spell Tags: Damage

Available For: Cleric (Legacy) Druid (Legacy) Sorcerer (Legacy) Warlock (Legacy) Wizard (Legacy)

KristopherTHaven

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