Casting Time: 1 bonus action
Range: Touch (15 ft
)
Components: V, S, M
Duration: Concentration
, up to 1 minute
Damage Type: Multiple
Save: Dexterity
You touch one willing creature and imbue it with the power to spew magical energy from its mouth, provided it has one. Choose acid, cold, fire, lightning, or poison. Until the spell ends, the creature can use an action to exhale energy of the chosen type in a 15-foot cone. Each creature in that area must make a Dexterity saving throw, taking 3d6 damage of the chosen type on a failed save, or half as much damage on a successful one.
When you cast this spell using a spell slot of 3rd level or higher, the damage increases by ld6 for each slot level above 2nd.
Material Component:
a hot pepper
Verbal Component:
Imbuo Respirati di Draco
Classes: Sorcerer, Wizard, Rogue
Domain: Cold, Fire
Tags: Buff, Damage
Source: Xanathar's Guide to Everything (page 154)
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Other Planes and Effects
Below is information about this spell as it relates to other planes and area of effects (i.e. underwater). Some of the information is pulled official D&D sources (such as books and the twitter feeds of D&D officials), but other information is derived from forums and online discussions. As always, it is up to the DM to decide how they wish to handle spell effects.
Underwater - Verbal Component
Official rules have been verified by Jeremy Crawford - "No rule prohibits verbal components from working underwater. Keep in mind that if you're talking, you're not holding your breath." Hence, while submerged underwater and holding its breath, a creature can cast a spell that requires a verbal component. After casting the spell, if the creature can't breathe underwater, it immediately runs out of breath. The creature can survive for a number of rounds equal to its Constitution modifier (minimum of 1 round).