Lindworm Conflagration (5e Spell)

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Lindworm Conflagration
6th-level evocation
Casting time: 3 rounds and one round of inaction after spell
Range: 50/60/70 see details for clarification
Components: V, S, M (a single dragon scale and a pinch of sulphur)
Duration: 3 rounds

The caster clasps their hands together in a manner of prayer as their hands become engulfed in flame as thin smoke plumes form in the shape of serpents above their hands on the first turn of casting. On the second turn of casting the flames travel up the smoke plumes, giving form to the serpents and allowing the spell to start gaining power. Upon the third turn of casting each and every serpent fuse into one massive serpent (the mythological Lindworm) in the color of the flames based off of the caster's alignment (see below). Once the caster is capable of launching the spell the Lindworm takes full form, scales, fangs, even the eyes become detailed by the flames themselves and the beast is attached to the caster's hands via the flames. The caster is unable to perform another spell until either they cancel the spell or the spell manages to hit a target creature or object. The Lindworm has a 50 foot range upon the first turn it is in existence, the following round it can move an additional 60 feet atop of that, and the final turn it is in existence it can move an additional 70 feet. The Lindworm is capable of maneuvering around obstacles, provided it has the movement to go around it. Once the serpent hits the intended target the spell instantly ends, regardless of how many turns are left for it to move. The serpent itself is 30 feet long with a width of 10 feet.

Upon being hit by the spell the hit individual takes 6d10 of fire damage, or half damage on a successful saving throw of the caster's casting modifier.

Once the spell has ended and the attack has ceased, whether or not the attack managed to hit the foe or the caster ended the spell prematurely, the caster is unable to perform any form of combat action next round, this includes if they decide to forego their free action. The only things they may do are aid the party in non-magical means or themselves through non-magical means due to the spell being in essence, a method of overloading one's magical prowess for a short period of time.

During the time the caster is performing the spell they are unable to move from their location without ending the spell. The only turn the caster may end the spell without any issue is on the first turn of casting, anything after that requires a DC of their modifier of 16. If the caster is hit during the 2nd or 3rd turn of casting the caster loses control of the spell, causing an explosion at their location, dealing 6d8 of fire damage to the caster and 3d8 to any individual around the caster or half of that if performing a successful Dex saving throw of 16, the caster however gets no saving throw. Once the caster has reached the second turn of casting they are unable to end the spell unless they succeed a Concentration DC of 16 and upon a failed check the above mentioned explosion occurs.

The color of the flames that are produced are based off of the alignment of the caster, and they are unable to be manipulated unless through some divine intervention. The table below provides an example of how the colors based off of alignment are used, however the color aspect of the spell is up to the DM to implement or not.

  • Lawful Good creatures produce White Flames,
  • Chaotic Good creatures produce Gold Flames,
  • Neutral Good creatures produce Blue Flames,
  • Lawful Neutral creatures produce Orange Flames,
  • Chaotic Neutral creatures produce Yellow Flames,
  • Pure Neutral creatures produce Gray Flames,
  • Lawful Evil creatures produce Purple Flames,
  • Chaotic Evil creatures produce Black Flames,
  • Neutral Evil creatures produce Green Flames

The serpent's eyes are able to be used by the caster as a means of looking around with the spell to insure the attack hits, but at the cost of being unable to see around themselves for the duration of the spell, if the user chooses to let the spell naturally maneuver then it will chase after its predesignated target until it has passed three turns, passing through and damaging anything in its wake whether it be friend or foe and will avoid substances that extinguish itself (i.e. water)

At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, then the amount of time to spend casting is increased by one round for every 2 levels higher than base cast level, and increases the damage output for the spell (and the failures) by 1d per spell level.

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