Level
5th
Casting Time
10 Minutes Ritual
Range/Area
Self
Components
V, S, M *
Duration
Until Dispelled or Triggered
School
Divination
Attack/Save
None
Damage/Effect
Buff (...)

You perform an ancient rite of draconic communion, beseeching a draconic entity beyond the familiar traditions of mortal magic for a fragment of its power. The nature of this entity is determined by the DM, and it is not required to answer. If the entity answers, choose one of the following Draconic Sorceries. You retain its power until the spell ends or the sorcery is unleashed. The next time you cast a spell of 1st level or higher that causes one or more creatures to fail a saving throw, you may apply the chosen sorcery to one creature that failed that saving throw. Once the sorcery is unleashed, this spell ends.

★ Grapnel - Spectral bindings anchor the creature in place for up to 1 minute. Its speed becomes 0, and it cannot willingly move by any means, including flight, burrowing, teleportation, or magical movement. At the end of each of its turns, the creature can make a Strength saving throw against your spell save DC, ending the effect on a success.

★ Frigor - The creature is encased in crystalline ice. It is stunned until the end of its next turn, then restrained for up to 1 minute. While restrained, the creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.

★ Fulmination - Lightning erupts from the creature. Each creature of your choice within 30 feet of it must make a Dexterity saving throw, taking 4d6 lightning damage on a failed save, or half as much on a successful one.

★ Salamandora - The creature is wreathed in supernatural Dragonfire for up to 1 minute. It takes 2d6 fire damage at the start of each of its turns and sheds bright light in a 30-foot radius and dim light for an additional 15 feet. At the end of each of its turns, the creature can make a Constitution saving throw, ending the effect on a success.

★ Excelsior - One creature affected by the triggering spell gains the benefits of the haste spell for 1d4 rounds. This effect doesn’t require concentration and doesn’t cause lethargy when it ends.

Draconic Communion: The DM determines the nature and disposition of the entity you contact. It may communicate with you, demand a price, impose a condition, grant a vision, or refuse your request entirely. Casting Dragon’s Dogma is not merely the use of magic. It is an invitation for something beyond your world to answer.


The spells creation is attributed to an unnamed draconic sorcerer who, driven by devotion and obsession, sought to accomplish the impossible: to find Bahamut beyond the boundaries of the known planes. Through years of forbidden study, the sorcerer devised a ritual capable of tearing open a rift between worlds, believing that somewhere beyond the planes of Faerûn, the Platinum Dragon might reveal himself. The ritual succeeded, but the sorcerer did not find Bahamut. Instead, he was cast through the rift into another world—a realm governed by ancient wyrms, eternal cycles, and a power known only as the Dragon’s Dogma. There he encountered forms of draconic sorcery unknown to Faerûn: magic capable of binding creatures to the earth, imprisoning them within living ice, calling storms from a victim’s own body, and igniting souls with Dragonfire. When the sorcerer eventually returned, he brought fragments of that impossible magic with him. Unable to replicate the foreign sorceries directly, he created Dragon’s Dogma: a ritual through which a mortal spellcaster might briefly open their soul to the same distant draconic powers and receive a single fragment of their magic. Yet this is not merely an invocation. Dragon’s Dogma is considered a genuine fragment of High Magic. Its casting does not simply manipulate the Weave. The ritual reaches beyond it, beyond the planes, and perhaps beyond the boundaries of reality itself. The draconic entity contacted by the caster is no illusion, construct, or predictable magical effect. Something truly hears the call. Whether it answers is another matter. Those who have studied the spell warn that its greatest danger is not failure. It is receiving an answer.


This magic spell was created by the magi of wonder and whimsy; Cameron the Clairvoyant. Cameron loves to create, and was inspired by many things around him - anime, people, places, things, concepts, nature, other anime, pop culture - and loved to craft superior unique things for the Dungeons and Dragons community. Check out his homebrew creations in every category on D&DBeyond, and feel free to incorporate them into your homebrew campaigns. Cameron the Clairvoyant is a former player-character that reached level 20 and now functions as a NPC Archwizard, and has created numerous impactful magic items, weapons, subclasses, monsters, creatures, feats and spells. Seek him out in your next quest! He loves to take requests and interact with parties of player-adventurers.

 

* - ((dragon scale))

Spell Tags: Damage Control Buff Debuff

Available For: Sorcerer (Legacy) Wizard (Legacy) Sorcerer Wizard

WishfulWarlock3

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