Atlas   Rules   Resources   Adventures   Stories       FAQ   Search   Links



After effects of Dragon Breath

by Robin

Dragon breath will have continuous effects to the affected area. These will be different per type of Dragon breath.
Fire; Set aflame to combustable items. Will also heat up materials, and melt ice and snow. Wooden structures can be damaged by fire, but take only 1 point per 6-sided die of damage or per 5 points of maximum possible damage, rounded up. Furthermore, wooden items attacked by fire can be set afire, causing further damage. The chance of being set afire is 5% per point of damage caused by each fire attack. Anything set afire will take 1 point of damage the first round, 3 more points by the end of the first turn, 6 points the second turn and 12 points for each turn thereafter, until destroyed.
Any creature caught within a burning structure will take damage equal to ld6 per point of structural damage at the same rate. Any flammable structures next to a structure that has been set afire may also catch fire with a chance of + 10% for each turn the first structure burns.
If water or loose earth and workers are available, the workers may attempt to extinguish the fire. Each turn a fire is fought, the player should roll 1d6 per 10 workers. This is the number of points of structural fire damage extinguished that turn. If the number is greater than the fire damage for that turn, the fire is extinguished. Only 10 people may fight a fire for every 30 feet of structure frontage. Each fire fighter suffers 1 point of damage per point of structural damage caused that turn. If the fire was caused by special catapult shot or a Dragon, fire fighters can extinguish only half the normal number of points. Stone will not burn, but wooden parts of stone constructions will burn (roofs, floors, doors, etc.). Fire damage is the same as for wooden structures, but only 10% of the total hit points of a stone building may be burned.

Acid; Acid spoils ground water kills plants, killed vegetation attracts insects and lowlife for food. Continuous damage for limited period, this depending upon the strength of the acid. Continuous acid damage is 1d8 points of acid damage per round is given for 8 minutes, then 1d6 for 6 minutes then 1d4 for 4 minutes, then 1 damage per round for 1 Turn, and finally no damage, but an biting feeling, reddening of skin, corrosion, for 1 hour. Thereafter, a full day the area has an acrid scent and taste. It is possible that acids of lower strength are used, then go to the next dice and time. The amount of acid is 3 LBS/8 hp damage given.
Acid damage is particularly grim. Aside from the possibility of scarring (which is left to the DM), acid damage cannot be healed by regeneration. It must be healed normally. Thus it is very useful against regenerating creatures such as trolIs.

Gas; Gas cloud remains on location if no wind or between vegetation (this includes dungeon corridors, or inside structures). Kills insects and damages plantlife. Continuous damage to air breaters for duration. Continuous gas damage is 1d8 points of gas/inhalation damage per round is given for 8 minutes, then 1d6 for 6 minutes then 1d4 for 4 minutes, then 1 damage per round for 1 Turn, and finally no damage, but an biting feeling of breath, bloodnoses for 1 hour. Thereafter, a full day the area has an particular scent and taste. It is possible that gasses of lower strength are used, then go to the next dice and time. Gas damage can be prevented wholly by non breathing creatures, however organic creatures will suffer 50% of this continuous damage if the gas is elemental or draconic origin, even if they do not inhale the gas (by holding breath, or filtering breathing by wet cloth, etc.).
Some gasses are heavier than air, and will seep down and aside, other are lighter and will evaporate upwards. The affected area in these both circumstances will be half normal in height the following period after the initial damage but double the diameter. The next period this will again be halved in height and doubled in diameter, as with each following periods. This will cause an slow current away from the affected area, following the gas until it is completely mixed with the air. This means that it is possible to move your breathing aperatus (nose, mouth, gills, etc) out of the gas and still remain on the location. In these circumstances damage is fully prevented. Cloudlike breath weapons, such as the green Dragonís chlorine gas, cannot be negated by a victim who takes the naÔve precaution of covering his nose and mouth. The damage is not accrued solely by inhaling the gas; the gas is absorbed into the victimís system through the skin. Clothing and armor afford no extra protection, as the gas can seep through these. Even a necklace of adaptation is ineffective, since the gas works on contact.

Cold; Liquids freeze to 1/10th of an inch deep for each HD of cold damage applied to the area. Each inch of floating ice could hold 800 cn of mass before breaking (if jumping; weight is as if doubled), Moisture in air freezes to ice (adds weight, lockvs creatures wholly or partiall within it.), becomes slippery afterwards, wet thereafter. All Ice is AC9, AV2, having 8 hp per inch thickness, weighing in total 3LBS/8 hp damage given. Any damage to the ice will affect only a 2 feet area. Any fire will cause 1 point of damage to the ice for each piint of fire damage given, and will only be applied to the affected area and 3 feet around that.
Any movement or action on ice needs a dexterity check of the creature attempting to do it, else he will fumble. If the check is failed by 4 or more the person falls and sustains 1d3 points of damage.
Persons or objects within the liquid will be enclosed within the ice and thus preventing any movement, uless freed.

Electricity; Set aflame to combustable items as with fire. Continuous damages as per normal fire rules. Will cause electrical field charges on metallic objects. These will give continuous damage as follows. The first round after the initial damage to the affected area any metal will give 8 points of damage when touched and in contact with the ground or wate, the 2nd round this will be 4, the 3rd round 2, the 4th round 1, then another round the metal will give only a tingling feeling when touched, thereafter nothing will happen as the electricity is shed away completely. The metal must make a single material saving throw or be weakened (lower AC or damage and saves).

Crystallize; A victim who fails the saving throw takes full damage, and all his nonliving nonmetallic carried items turn to crystal, any metallic items will be encrusted with a layer of crystal of 1 10th of an inch for each HD of effect. If the victim makes his saving throw, the victim takes only half damage and his items are unaffected. Any weapon, tooth or claw turned to crystal can be used to attack, but will probably (1-5 on 1d6) shatter if a hit is scored. If the weapon shatters, it inflicts the minimum possible damage for that blow, and is destroyed. A stone to flesh spell (in modified form) can be used to permanently turn up to 100 cubic feet of crystal items (easily including all items normally carried by 1-3 persons) back to their normal forms.

Darkness; A victim who fails his saving throw takes full damage, and a darkness spell effect (15' radius) appears centered on the victim, moving as he moves. It can be countered by a light spell, or removed by dispel magic; otherwise it remains for 1 round per Hit Die of the Dragon. This darkness is a special type through which the Dragon can easily see; it otherwise functions exactly as a normal darkness spell. If the saving throw is successful, the victim takes only half damage.

Rotting Disease; A victim who fails his saving throw takes full damage, and he and all items carried become infected with a rotting disease. This disease causes all nonmetal items to rot away in 1d6 turns unless a cure disease spell is cast on them during that time. A victim canít be affected by any healing spells, nor healing item, save a cure disease effect. The disease also inflicts 1 point of damage per turn (but not cumulative in the case of multiple failed saving throws) until death. If the saving throw is successful, the victim takes only half damage and avoids the disease.

Gaseous form; A victim who fails the saving throw takes full damage, and he and all items carried are turned into gaseous form for one turn per Hit Die of the Dragon. Vaporized creatures and items are invisible and unable to make any noise or affect any solid item. The victim can move at up to a 60' (20') rate by concentrating. A dispel magic effect can restore the victim and items to normal form; treat the level of magic as equal to the Dragon's Hit Dice. Vaporized creatures are immune to most attacks (such as lightning, fire, etc.). a gaseous person will be blown away by local currents greater than its gaseous movement rate.

Melt; A victim who fails his saving throw takes full damage, and all items carried start to burn or melt (no saving throw). Paper items are destroyed instantly; leather items in 1 round; all other nonmetal items in 2 rounds; nonmagical metal items in 3 rounds; and magical items of all sorts in 4 or more rounds. If the item has a bonus ("pluses"), add 1 round to the 4-round period for each point. Items that give immunity or resistance to fire also melt, but in double the normal time. The burning or melting items may be saved if immersed in water (or otherwise cooled, such as magically) before they are destroyed. The DM may choose to deduct 1 or more "pluses" from partially damaged items. If the saving throw is successful, the victim takes only half damage.
The ground also melts and will give a continuous damage the following round. 1d10 the first round, 1d8 the 2nd, 1d6 the 3rd, 1d4 the 4th, 1 the 5th, the 6th round the ground will become very tacky. If not leaving the affected area within the next 4 rounds, the ground will petrify, entrapping the creatures and objects within.