Elixir of Fire Breath

This information is intended for use with the Dungeons & Dragons role-playing game.

At a Glance

This is an edit/replacement of the elixir of fire breath found in the 3.5 DMG.

Instead of gaining the ability to breathe fire for a certain period of time, the drinker can disgorge one gout of flame on the round following the drinking of the elixir. This ball of flame divides, if appropriate, as it shoots toward its target(s). The “duration” of the elixir is one round.

Damage remains 4d6 per fireball, and each target can make a Reflex save (DC 13) to avoid half the damage. As per the scorching ray description, all targets must be within 30 ft of each other.

The random generation numbers aren’t intended for use with the DMG tables. The DMG random tables are mostly useless, so I’m making my own, and this is one small part of it.

Random Fireballs, Range (CL) Price
001-221 1 ball, 30 ft range (3) 300 gp
222-388 1 ball, 35 ft range (4) 400 gp
389-519 1 ball, 35 ft range (5) 500 gp
520-626 1 ball, 40 ft range (6) 600 gp
627-721 2 balls, 40 ft range (7) 700 gp
722-804 2 balls, 45 ft range (8) 800 gp
805-875 2 balls, 45 ft range (9) 900 gp
876-940 2 balls, 50 ft range (10) 1000 gp
941-000 3 balls, 50 ft range (11) 1100 gp

Sources

Disclaimer

Wizards of the Coast, Dungeons & Dragons, D&D, Forgotten Realms, and their logos are trademarks of Wizards of the Coast LLC in the United States and other countries. This blog is not affiliated with, endorsed, sponsored, or specifically approved by Wizards of the Coast LLC.

Leave a Reply

Please log in using one of these methods to post your comment:

WordPress.com Logo

You are commenting using your WordPress.com account. Log Out /  Change )

Google photo

You are commenting using your Google account. Log Out /  Change )

Twitter picture

You are commenting using your Twitter account. Log Out /  Change )

Facebook photo

You are commenting using your Facebook account. Log Out /  Change )

Connecting to %s