Dragon Breath Weapons costs (above) are at the time of character creation. If a player wants to raise a Dragon's breath weapon after play has begun, COSTS ARE DOUBLED for any improvements on damage and range (but this does not count on raising the Dragon Breath aiming skill....).
The following are the Dragon Breath Weapons by type with damage...
Acid: 1d6
The Acid Dragon Breath Weapon can be considered as an improved form of the Acid Jet Spell doing more damage but being basically the same spell.
Fire: 1d6
The Fire Dragon's Breath Weapon can be considered as an improved form of the Fire Jet spell doing more damage but basically being the same as the spell.
Lightning: 1d6-1
The Dragon's Lightning Breath Weapon can basically be treated as a Lightning spell in jet form, and remember that metal armor is treated as PD 0, DR 1 against Lightning!
Earth: 1d6-1
The Earth Breath Weapon can be considered as a much improved form of the Sand Jet spell, as it is super high-pressured dirt that gushes forth which causes knock-back, causes damage and it can be dodged, but not blocked nor parried. In effect, the target is hit by one pound of dirt for every point of damage rolled, which could cause a character to be knocked over or buried alive, but the dirt is loose and would only require a successful ST roll for the character to dig himself out.
In addition to possibly being knocked over and/or buried, if the target is hit, then target must make a HT roll....
If critically failed, the victim is blinded for as many hours as points of damage rolled (not taken).
If the HT roll is failed, victim is blinded for as many seconds as damage is rolled.
Once the victim can see again, he will be at DX -3 for watery eyes for as many rounds as damage taken.
On a successful HT roll, the victim covers his eye for one second and is at a DX -3 penalty for the next round only (due to watery eyes, dust and grit in the air).
On a critical success, the victim's sight is unaffected and the victim takes half damage only.
Water: 1d6-1
The Water Mere-Dragon's Water Breath Weapon can be considered as an improved form of the Water Jet spell, which is like a super high pressured hose that causes knock-back and physical damage. It may be dodged, but not blocked nor parried. In addition to possibly being knocked back and/or down, if hit the victim must make a HT roll with the following results:
If critically failed, the character swallows water and must spend d6 turn vomiting up the water....
If the HT Roll is failed, the victim swallows water and will be at a DX -3 penalty for as many rounds as points of damage taken.
If the roll is successful, the character doesn't swallow water, but is at a DX -3 penalty for the next round due to watery eyes.
On a critical Success, the victim is unaffected by the special effects, taking half damage only.
If used to put out fires, each point of damage rolled would put out one hex of flame.