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
- Dungeon Master’s Guide [17752] (3.5e) page 255
- Elixir of fire breath in the SRD
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