Mirabelle

(#45775481)
Level 10 Imperial
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Familiar

Runescar Lynx
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Energy: 0/50
This dragon’s natural inborn element is Shadow.
Female Imperial
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Personal Style

Apparel

Daisy Flower Crown
Crystalcourt Cascades
Darksteel Halfmoon Spectacles
Tanned Rogue Footpads
Tanned Rogue Gloves
Eerie Cyan Pendants
Eerie Cyan Taildecor

Skin

Scene

Measurements

Length
23.57 m
Wingspan
19.21 m
Weight
7588.25 kg

Genetics

Primary Gene
Peach
Skink
Peach
Skink
Secondary Gene
Chocolate
Bee
Chocolate
Bee
Tertiary Gene
Algae
Runes
Algae
Runes

Hatchday

Hatchday
Oct 05, 2018
(5 years)

Breed

Breed
Adult
Imperial

Eye Type

Eye Type
Shadow
Common
Level 10 Imperial
EXP: 87 / 27676
Scratch
Shred
STR
6
AGI
6
DEF
6
QCK
5
INT
8
VIT
8
MND
6

Lineage

Parents

Offspring

  • none

Biography

2nd Gen Pure Imperial
dragon?age=1&body=105&bodygene=15&breed=8&element=7&eyetype=0&gender=1&tert=153&tertgene=10&winggene=20&wings=56&auth=e75eda05cc87d9e2d8338581c91f907c515f4d2d&dummyext=prev.png
Cantrips

Guidance - Divination
  • Casting time: 1 action
  • Range: Touch
  • Components: VS
  • Duration: Conc. up to one min
You touch a willing creature, granting it a 1d4 bonus to one ability check of its choice. The spell then ends. The target can roll the die before or after making the check.

Light - Evocation
  • Casting time: 1 action
  • Range: Touch
  • Components: VM (firefly or glowing moss)
  • Duration: 1 hr
You use your action to touch an object no longer than 10 feet in any dimension, causing it to shine bright light of a color you choose in a 20-foot radius and dim light for an additional 20 feet. If the object is completely covered, the light is blocked. The spell ends if you cast it again or dismiss the light as an action.

If your target is an object held or worn by a hostile creature, the creature must pass a Dexterity save to avoid being lit by the spell.

Mending - Transmutation
  • Casting time: 1 min
  • Range: Touch
  • Components: VSM (2 lodestones)
  • Duration: Instant
You take a minute to cast this spell, and it fixes a break or tear in an object you touch while leaving no traces of the damage. The damage can't be longer than 1 foot in any dimension. The spell can fix constructs and magic items, but can't restore magical properties.

Resistance - Abjuration
  • Casting time: 1 action
  • Range: Touch
  • Components: VSM (miniature cloak)
  • Duration: Conc. Up to 1 minute
You use your action to touch a willing creature, granting it a 1d4 bonus to one saving throw of its choice. The spell then ends. The target can roll the die before or after making the check.

Sacred Flame - Evocation
  • Casting time: 1 action
  • Range: 60 ft
  • Components: VS
  • Duration: Instant
You use your action to call fiery radiance to descend on creature you can see, forcing it to pass a Dexterity save or take 1d8 radiant damage. The target gains no benefit from cover for this save.

Leveling: The spell's damage die increases by one at levels 5, 11, and 17.

Spare the Dying - Necromancy
  • Casting time: 1 action
  • Range: Touch
  • Components: VS
  • Duration: Instant
Touch a living creature at 0 hit points. It becomes stable. This spell has no effect on undead or constructs.

Thaumaturgy - Transmutation
  • Casting time: 1 action
  • Range: 30 ft
  • Components: V
  • Duration: Instant/1 min
You create one of the following magical effects within range:
  • Your voice booms up to three times as loud as normal for 1 minute.
  • You cause flames to flicker, brighten, dim, or change color for 1 minute.
  • You cause harmless tremors in the ground for 1 minute.
  • You create a sound that originates from a point of your choice within range.
  • You cause an unlocked door or window to fly open or slam shut.
  • You alter the appearance of your eyes for 1 minute.

If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as an action.

Toll the Dead - Necromancy
  • Casting time: 1 action
  • Range: 60 ft
  • Components: VS
  • Duration: Instant
A creature you can see must pass a Wisdom save or take necrotic damage. If it's missing any hit points, the damage die is 1d12; otherwise, it's 1d8.

The damage increases by one die when you reach 5th, 11th, and 17th level.

Word of Radiance - Evocation
  • Casting time: 1 action
  • Range: 5 ft
  • Components: VM (Holy symbol)
  • Duration: Instant
Each creature of your choice that you can see must pass a Constitution save or take 1d6 radiant damage.

The damage increases by 1d6 when you reach 5th, 11th, and 17th level.

1st Level

Bless - Enchantment
  • Casting time: 1 action
  • Range: 30 ft
  • Components: VSM
  • Duration: Conc. up to one min
You bless up to three creatures of your choice. Whenever a target makes an attack roll or a saving throw, it can add a 1d4 to it.

At Higher Levels: You can target one additional creature for each slot level above 1st.

Command - Enchantment
  • Casting time: 1 action
  • Range: 60 ft
  • Components: V
  • Duration: 1 round
Choose a creature you can see to make a Wisdom save. If they fail, they follow a one-word command from you. The spell fails if the creature is undead, doesn't understand your language, if obeying the command will harm it, or if they can't follow the command.

You may use any single word and the DM will interpret it as they feel is appropriate. Common commands and their effects are as follows:

Approach: The target comes directly toward you and, if it is able to reach within 5 feet of you, it stops and ends its turn.
Drop: The target drops whatever it is holding and then ends its turn.
Flee: The target uses its turn to move directly away from you.
Grovel: The target falls prone and then ends its turn.
Halt: The target doesn't move and takes no actions. If a creature is flying and is able to stay aloft for the duration of the spell, it will move the minimum necessary for it to stay in the air.

At Higher Levels: You can affect one more creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.

Create or Destroy water - Enchantment
  • Casting time: 1 action
  • Range: 30 ft
  • Components: VSM
  • Duration: Instant
In an open container, you can create up to 10 gallons of drinkable water. You may also produce a rain that falls within a 30-foot cube and extinguishes open-air flames.

You can destroy the same amount of water in an open container, or destroy a 30-foot cube of fog.

At Higher Levels: Increase the amount of water by another 10 gallons, or the cube size by 5 feet, for each level above 1st.

Cure Wounds - Evocation
  • Casting time: 1 action
  • Range: Touch
  • Components: VS
  • Duration: Instant
A creature you touch regains hit points equal to 1d8 + your spellcasting modifier. This spell has no effect on undead or constructs.

At Higher Levels: The healing increases by 1d8 for each slot level above 1st.

Detect good/evil - Divination
  • Casting time: 1 action
  • Range: Self
  • Components: VS
  • Duration: Conc. Up to 10 mins
You sense the location of an aberration, celestial, elemental, fey, fiend, or undead if it is within 30 feet of you. If there is a place or object that has been magically consecrated or desecrated within 30 feet, you are also able to locate it.

You are unable to sense these things through 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

Detect magic - Divination
  • Casting time: 1 action (ritual)
  • Range: Self
  • Components: VS
  • Duration: Conc. Up to 10 mins
An aura forms around objects or creatures you can see, indicating that it is magical. It must be within 30 feet. You also learn its school of magic, if it has one.

This spell can't detect magic through 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

Detect Poison/Disease - Divination
  • Casting time: 1 action (Ritual)
  • Range: Self
  • Components: VSM (Yew leaf)
  • Duration: Conc. Up to 10 mins
If they exist or appear within 30 feet, you sense the presence of poisons, poisonous creatures, and diseases. Their location and type also become known to you.

This spell is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

Guiding bolt - Evocation
  • Casting time: 1 action
  • Range: 120 ft
  • Components: VS
  • Duration: 1 round
Make a ranged spell attack against a creature you can see. On a hit, the target takes 4d6 radiant damage, and before the end of your next turn, the next attack roll made on it has advantage.

At Higher Levels: The damage increases by 1d6 for each slot level above 1st

Healing word - Evocation
  • Casting time: 1 bonus action
  • Range: 60 ft
  • Components: V
  • Duration: Instant
A creature you can see regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.

At Higher Levels: The healing increases by 1d4 for each slot level above 1st.

Inflict wounds - Necromancy
  • Casting time: 1 action
  • Range: Touch
  • Components: VS
  • Duration: Instant
Make a melee spell attack. On a hit, the target takes 3d10 necrotic damage.

At Higher Levels: The damage increases by 1d10 for each slot level above 1st.

Protection from evil/good - Abjuration
  • Casting time: 1 action
  • Range: Touch
  • Components: VSM (Holy water/powdered silver and iron; consumed)
  • Duration: Conc. Up to 10 mins
One willing creature you touch is protected against aberrations, celestials, elementals, fey, fiends, and undead. Creatures of those types have disadvantage on attack rolls against the target. The target also can't be charmed, frightened, or possessed by them. If the target already has such an effect by one of them, the target has advantage on any new saving throw against it.

Purify Food/drink - Transmutation
  • Casting time: 1 action (Ritual)
  • Range: 10 ft
  • Components: VS
  • Duration: Instant
Non-magical food and drink within a 5-foot-radius sphere centered on a point is rendered free of poison and disease.

Sanctuary - Abjuration
  • Casting time: 1 bonus action
  • Range: 30 ft
  • Components: VSM (Small silver mirror)
  • Duration: 1 min
Until the spell ends, any creature who targets a creature you choose with an attack or a harmful spell must first make a Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or spell. This spell doesn't protect the warded creature from area effects.

If the warded creature makes an attack or casts a spell that affects an enemy creature, or deals damage to another creature, this spell ends.

Shield of Faith - Abjuration
  • Casting time: 1 bonus action
  • Range: 60 ft
  • Components: VSM (Parchment with holy text)
  • Duration: Conc. Up to 10 mins
A creature of your choice gets a +2 bonus to AC for the duration.
2nd Level

Aid - Abjuration
  • Casting time: 1 action
  • Range: 30 ft
  • Components: VSM (Strip of white cloth)
  • Duration: 8 hrs
Up to three creatures you choose have their current and maximum hit points increased by 5 while the spell lasts.

At Higher Levels: The hit points are increased by an additional 5 for each slot level above 2nd.

Augury - Divination
  • Casting time: 1 minute (Ritual)
  • Range: Self
  • Components: VSM (25gp of marked stick-like trinkets)
  • Duration: Instant
Some otherworldly being gives you an omen through the use of some divining tool. Asking it about the result of something you intend to do in the next 30 minutes will reveal one of four omens:
  • If things will turn out well, Weal,
  • If they will turn out badly, Woe,
  • If both good and bad, Weal and woe,
  • or if nothing particularly good or bad will happen, you will see Nothing at all.

The otherworldly being isn't capable of accounting for changes in circumstances between now and doing the thing, and if you try to ask again before taking a long rest, there is a 25% chance the reading will be random.

Blindness/Deafness - Necromancy
  • Casting time: 1 action
  • Range: 30 ft
  • Components: V
  • Duration: 1 min
A creature you can see becomes blinded or deafened unless they succeed at a Constitution saving throw. At the end of its turns, the creature can make another save. If successful, the spell ends.

At Higher Levels: You can target one additional creature for each slot level above 2nd.

Calm emotions - Enchantment
  • Casting time: 1 action
  • Range: 60 ft
  • Components: VS
  • Duration: Conc. Up to 1 min
Each humanoid in a 20-foot-radius sphere must make a Charisma saving throw. A creature can choose to fail this save. If a creature fails its saving throw, choose one of the following effects:

*You can suppress any effect causing them to be charmed or frightened. When this spell ends, any suppressed effect resumes, provided that its duration has not expired.
*You can make them indifferent about creatures of your choice that it is hostile toward. This indifference ends if the target takes damage or if it witnesses any of its friends being harmed.
When the spell ends, the creature becomes hostile again, unless the DM rules otherwise.

Continual flame - Evocation
  • Casting time: 1 action
  • Range: Touch
  • Components: VSM (50gp of ruby dust; consumed)
  • Duration: Until dispelled
A flame with a torch's brightness forms on an object you touch. It looks like a normal flame, but it emits no heat and doesn't use oxygen. The flame can be covered or hidden, but not put out.

Enhance ability - Divination
  • Casting time: 1 action
  • Range: Touch
  • Components: VSM (Fur or feather)
  • Duration: Conc. Up to 1hr
A creature you touch gains one of the following effects until the spell ends.
  • Bear's Endurance: The target has advantage on Constitution checks. It also gains 2d6 temporary hit points, which are lost when the spell ends.
  • Bull's Strength: The target has advantage on Strength checks, and its carrying capacity doubles.
  • Cat's Grace: The target has advantage on Dexterity checks. It also doesn't take damage from falling 20 feet or less if it isn't incapacitated.
  • Eagle's Splendor: The target has advantage on Charisma checks.
  • Fox's Cunning: The target has advantage on Intelligence checks.
  • Owl's Wisdom: The target has advantage on Wisdom checks.

At Higher Levels: You can target one additional creature for each slot level above 2nd.

Find traps - Divination
  • Casting time: 1 action
  • Range: 120 ft
  • Components: VS
  • Duration: Instant
The basic nature of any traps within range becomes known to you, though you do not learn their location. Natural weaknesses in the environment are not considered traps for the purposes of this spell, but any environmental feature that might harm you or result in some undesirable consequence, and was set up by someone intentionally to do so, is.

Gentle repose - Necromancy
  • Casting time: 1 action (Ritual)
  • Range: Touch
  • Components: VSM (Salt and copper on corpse's eyes; must remain for duration)
  • Duration: 10 days
For the duration, the target is protected from decay and can't become undead. The spell also extends the time limit on raising the target from the dead from spells such as Raise Dead.

Hold person - Enchantment
  • Casting time: 1 action
  • Range: 60 ft
  • Components: VSM (Straight piece of iron)
  • Duration: Conc. Up to 1 min
A humanoid that you can see becomes paralyzed unless they succeed on a Wisdom saving throw. At the end of its turns, it can make another Wisdom save, ending the paralysis on a success.

At Higher Levels: You can target one additional humanoid, all within 30 feet of each other, for each level above 2nd.

Healing Spirit - Conjuration
  • Casting time: 1 bonus action
  • Range: 60 ft
  • Components: VS
  • Duration: Conc. Up to 1 min
You call an intangible spirit to a cubic 5-foot space you can see. Until the spell ends, when you or a creature you can see moves into the spirit's space for the first time on a turn or starts its turn there, you can cause the spirit to restore 1d6 hit points to that creature, no action required. The spirit can't heal constructs or undead.

As a bonus action, you can move the spirit up to 30 feet to a space you can see.

At Higher Levels: The healing increases by 1d6 for each slot level above 2nd.

Lesser restoration - Abjuration
  • Casting time: 1 action
  • Range: Touch
  • Components: VS
  • Duration: Instant
You touch a creature and end either one disease or one of the following conditions: blinded, deafened, paralyzed, or poisoned.

Locate object - Divination
  • Casting time: 1 action
  • Range: Self
  • Components: VSM (Forked twig)
  • Duration: Conc. Up to 10 mins
You sense the direction and direction of movement of an object known to you that you describe or name, as long as it is within 1,000 feet of you. An object is considered known to you if you've been within 30 feet of it and seen it.

Instead, you can also sense the nearest object that you can describe in a basic way.

The spell doesn't work on lead objects or if there is any thickness of lead between you and the object.

Prayer of healing - Evocation
  • Casting time: 10 minutes
  • Range: 30 ft
  • Components: V
  • Duration: Instant
Up to six creatures of your choice that you can see regain hit points equal to 2d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.

At Higher Levels: The healing increases by 1d8 for each slot level above 2nd.

Protection from poison - Abjuration
  • Casting time: 1 action
  • Range: Touch
  • Components: VS
  • Duration: 1 hr
You neutralize one poison you can name, or one at random, from a creature if it is poisoned. While the spell lasts, the target has advantage against being poisoned and resistance to poison damage.

Silence - Divination
  • Casting time: 1 action (Ritual)
  • Range: 120 ft
  • Components: VS
  • Duration: Conc. Up to 10 minutes
Within a 20-foot-radius sphere, no sounds can be made or heard. Creatures within the sphere are effectively deafened, cannot cast spells with a verbal component, and are immune to thunder damage.

Spiritual Weapon - Evocation
  • Casting time: 1 bonus action
  • Range: 60 ft
  • Components: VS
  • Duration: 1 min
You create a floating weapon that lasts for the duration or until you cast this spell again. It can take any form you choose. When you cast the spell, you can make a melee spell attack against a creature within 5 feet of the weapon. On a hit, the target takes 1d8 force damage + your spellcasting ability modifier.

As a bonus action, you can move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it.

At Higher Levels: The damage increases by 1d8 for every two slot levels above the 2nd.

Warding bond - Abjuration
  • Casting time: 1 action
  • Range: Touch
  • Components: VSM (50gp platinum rings worn for duration)
  • Duration: 1hr
While the target is within 60 feet of you, it gains a +1 bonus to armor class and saving throws, and it has resistance to all damage. Also, each time it takes damage, you take the same amount of damage. The spell ends if you drop to 0 hit points or if you and the target become separated by more than 60 feet. It also ends if the spell is cast again on either of the connected creatures. You can dismiss the spell as an action.

Zone of truth - Enchantment
  • Casting time: 1 action
  • Range: 60 ft
  • Components: VS
  • Duration: 10 mins
A creature that starts its turn or enters the 15-foot sphere area you designate can no longer outright lie while in the area unless it succeeds on a Charisma saving throw. You are aware of who passes and who fails and the affected creatures are aware of the restriction.
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Exalting Mirabelle to the service of the Gladekeeper will remove them from your lair forever. They will leave behind a small sum of riches that they have accumulated. This action is irreversible.

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