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Fire Serpent

4-level Conjuration

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 action
Range/Area: 10"
Components: Verbal, Somatic, Material
Materials: Oil
Duration: Concentration (maximum 1 minute)
Damage/Effect: fire
Creates 3 fire serpents within 10" of the caster that can then move 60" per turn to a maximum of 240" away from the caster.   Each fire serpent has:
  • hit points = 25 + 2x magician proficiency;
  • AC = 10 + magician proficiency;
  • Resistance to piercing, slashing and bludgeoning damage, and radiant damage;
  • Immunity to all conditions and fire damage
Fire Serpents have substance and can be hit and damaged as normal. A fire serpent dissipates if it is reduced to 0 hit points, is dispelled or the caster fails a concentration check.   Each turn the magician can direct an individual Fire Serpent to attack an individual target. If a Fire Serpent successfully strikes a target, the Fire Serpent stays attached to the target unless destroyed, the magician loses concentration or is directed away by the magician.   An attack roll is made each round for each Fire Serpent and does the following to a target on a successful hit:  
  • deals 2d6 + magician proficiency bonus in fire damage;
  • deals 2d6 + magician proficiency bonus in fire damage to the target at the start of the target's turn while it is attached;
  • target is automatically surrounded by fiery restraints;
  • target can move as normal but takes an additional 2d6 + magician proficiency bonus in fire damage at the end of their turn if they move or attack when restrained.
At higher levels: Every spell slot 2 levels above 4th creates an additional Fire Serpent.
Available for: Elderday magic

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