1. Abilities

Lustrous Conflagration

Spell Description

Lustrous Conflagration

7th Level Evocation

Casting Time: 1 Action
Range: Self (60 foot cone)
Components: V, S, M (dragon crystal)
Duration: Instantaneous

You fuse temporarily with your crystal, taking on the mantle of a crystal dragon and breathing out a rainbow-like swathe of crackling crystal flame. Each creature in a 60-foot cone must make a Dexterity saving throw. Choose 7 of your available crystal types when casting this spell, and number them from 1 to 7. For each target, roll a d8 and refer to the crystal effects chart to determine what crystal affects it. On an 8, add an additional effect by rolling another 2d8 and using the results.

Icy Blue. The target takes 10d6 cold damage on a failed save and is slowed, losing 25 feet from their walking speed for 1 minute. The target takes half as much damage on a successful save.

Dark Black. The target takes 10d6 necrotic damage on a failed save, or half as much on a successful one. If the damage kills the target, they must make another Constitution save, or become a wight permanently under your control.

Brilliant Pink. The target takes 8d6 psychic damage on a failed save, or half as much on a successful one. On the creature’s next turn, you may give them a simple, one-word command they will follow to the best of their ability. If this effect is triggered on multiple creatures, all will obey the same word.

Light Purple. The target takes 8d6 lightning damage on a failed save and will be paralyzed for until the end of their next turn. The target takes half as much damage on a successful save.

Light Green. The target takes 8d6 acid damage. If the target is wearing any sort of physical armor it corrodes, reducing its AC by 2. If the target has no armor, it deals an additional 6d6 acid damage. The target takes half as much damage on a successful save.

Burning Red. The target takes 14d6 fire damage on a failed save, and half as much on a successful one.

Bright Orange. On a failed save, the target is pushed by an incredible ethereal force. At the beginning of the creature’s next turn the creature must make a Strength saving throw. On a failed save, it is shunted into the Astral Plane.

Deep Blue. On a failed save, the target is restrained by an orb of water. As an action, the restrained creature may make a Strength check against the caster’s Spell Save DC to escape on each of its turns. The orb dissipates if the creatures escapes its confines.

Grey. On a failed save, the target is plagued by powerful winds for one minute. At the beginning of each of its turns, the target must make a Strength saving throw, or be blown 20 feet away from the caster, taking appropriate damage for any collisions. If the target is blown away while concentrating on a spell, they must roll a Concentration check to keep their focus.

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