MC Info

MC's Sizes for age: ( In feet, L= body length, W= wingspan)

Wyrmling= L-10' W-15'

Juvenile= L-30' W-50'

Adult= L-150' W-185'

Ancient= L-300' W-375'

Wyrm= L-600' W-750'

Great Wyrm= L-1200' W-1500'

Dragon Ages (years):

Wrymling= 0-5

Juvenile= 6-100

Adult= 101-1000

Ancient= 1001-2500

Wyrm= 2501-4500

Great Wyrm= 4501- to death

MC's Abilities:

Fire Breathe hotter than magma and instantly melt rock/steel.

Exhaustion Gas Breathe can make weaker creatures pass out for several hours.

Extreme physical and mental capabilities use magic almost limitless in his true dragon form.

Immune to Fire, Poison, and all diseases both in dragon and human form.

Immune to all attacks made from non-magical weapons.

Resistant to magic and magic weapons.

Can breathe and swim fast underwater, and can see as well at night as in the day.

Speaks Common and Draconic

MC's Spell List: (HF=Human Form Only)

Dancing Lights - You create up to four torch-sized lights within range (500ft, 152m), making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration. You can also combine the four lights into one glowing vaguely humanoid form of Medium size. Whichever form you choose, each light sheds dim light in a 10-foot radius.

Prestidigitation (HF) - This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range:

You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.

You instantaneously light or snuff out a candle, a torch, or a small campfire.

You instantaneously clean or soil an object no larger than 1 cubic foot.

You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.

You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.

You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.

If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

Fire Bolt (HF) - You hurl a mote of fire at a creature or object within range (500ft, 152m).

Mage Hand (HF) - A spectral, floating hand appears at a point you choose within range (100ft, 30.5m). The hand lasts for one hour. The hand vanishes if it is ever more than 150ft (46m) away from you or if you cast this spell again.

Mending - This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage. This spell can physically repair a magic item or construct, but the spell can't restore magic to such an object.

Spare the dying (only stabilizes someone for up to an hour)

Burning Hands (HF) - As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from your outstretched fingertips it hits each creature in a 15-foot (4.6m) cone.

Command (forces a mentally weaker being to follow the command)

Comprehend Languages (lasts a few hours)

Cure Wound (heals minor injuries only)

Detect Thoughts - you initially learn the surface thoughts of the creature—what is most on its mind at that moment. As an action, you can either shift your attention to another creature's thoughts or attempt to probe deeper into the same creature's mind. If you probe deeper, the target may resist the probe.

Flame Blade (HF) - You evoke a fiery blade in your free hand. The blade is similar in size and shape to a longsword, and it lasts for an hour. If you let go of the blade, it disappears.

Flaming Orb (HF) - A 20-foot-diameter (6m) sphere of fire appears in an unoccupied space of your choice within range and lasts for an hour. Any creature that ends its turn within 30 feet (9m) of the sphere takes damage from the heat.

Gentle Repose (only protects the dead for a day)

Heat Metal (HF) - Choose a manufactured metal object, such as a metal weapon or a suit of heavy or medium metal armor, that you can see. You cause the object to glow red-hot. Any creature in physical contact with the object takes damage when you cast the spell.

Create Food and Water (can only make up to 2tons of food and water)

Hold Person - Choose a humanoid that you can see. The target can resist or it will be paralyzed for an hour.

Invisibility (lasts an hour in HF and a day in real form)

Lesser Restoration (heals minor sickness and disease)

Scorching Ray (HF) - You create three rays of fire and hurl them at targets within range. You can hurl them at one target or several.

Fireball (HF) - A bright streak flashes from your pointing finger to a point you choose within range and then blossoms with a low roar into an explosion of flame. Each creature in a 50-foot-radius (15m) sphere centered on that point takes damage.

Fly (HF) (Only lasts two hours)

Teleport - You teleport yourself and another willing creature from your current location to any other spot within a 2000ft (609m) range. You arrive at exactly the spot desired.

Move Earth - Choose an area of terrain no larger than 160 feet (48m) on a side within range. You can reshape dirt, sand, or clay in the area in any manner you choose for the duration. You can raise or lower the area's elevation, create or fill in a trench, erect or flatten a wall, or form a pillar. The extent of any such changes can't exceed half the area's largest dimension. So, if you affect a 160-foot square, you can create a pillar up to 80 feet high (24m), raise or lower the square's elevation by up to 80 feet (24), dig a trench up to 80 feet (24m) deep, and so on. It takes 5 minutes for these changes to be complete.

Fire Shield (HF) - Thin and wispy flames wreathe your body for the duration, shedding bright light in a 10-foot (3m) radius and dim light for an additional 10 feet (3m). You can end the spell early by using an action to dismiss it. The flames provide you with a warm shield or a chill shield, as you choose. The warm shield grants you resistance to cold damage, and the chill shield grants you resistance to fire damage. In addition, whenever a creature within 5 feet of you hits you with a melee attack, the shield erupts with flame. The attacker takes fire damage from a warm shield or cold damage from a cold shield.

Wall of Fire (HF) - You create a wall of fire on a solid surface within range. You can make the wall up to 300 feet (91m) long, 50 feet (15m) high, and 10 feet (3m) thick, or a ringed wall up to 60 feet (18m) in diameter, 40 feet (12m) high, and 10 feet (3m) thick. The wall is opaque and lasts for the duration. When the wall appears, each creature within its area takes damage.

Flame Strike (HF) - A vertical column of divine fire roars down from the heavens in a location you specify. Each creature is in a 25-foot-radius (7.6m), 40-foot-high (12m) cylinder centered on a point within a range of 300ft (91m).

Greater Restoration (heals major sickness and disease)

Great Cure Wounds (heals major injuries)

Regenerate - You touch a creature and stimulate its natural healing ability. The target's severed body members (fingers, legs, tails, and so on), if any, are restored after a minute.

Fire Storm (HF/ Strongest fire spell) - A storm made up of sheets of roaring flame appears all around the caster in a 1000ft (305m) range. The storm rages for 24 hours or until the caster dismisses the storm.

Resurrection (Can only bring someone back who died in the last 48hours)

Ravenous Void - You create a 20-foot-radius sphere of destructive gravitation force centered on a point you can see within range. For the spell's duration, the sphere and any space within 100 feet of it are difficult terrains, and nonmagical objects fully inside the sphere are destroyed if they aren't being worn or carried. When the sphere appears and every few seconds, unsecured objects within 100 feet of the sphere are pulled toward the sphere's center, ending in an unoccupied space as close to the center as possible.

Antimagic Field - A 100-foot-radius invisible sphere of antimagic surrounds you. This area is divorced from the magical energy that suffuses the multiverse. Within the sphere, spells can't be cast, summoned creatures disappear, and even magic items become mundane. Until the spell ends, the sphere moves with you, centered on you.

Earthquake - You create a seismic disturbance at a point on the ground that you can see within range. For the duration, an intense tremor rips through the ground in a 1000-foot- radius circle centered on that point and shakes creatures and structures in contact with the ground in that area

Sunburst (HF) - it creates a spark of fire that implodes in on itself, creating an explosion in a 500ft (152m) radius destroying everything in the area in a firestorm of death.

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