Mavin's Create Volcano (5e Spell)

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Design Note: This page was created using the Epic Magic (10th+ Level Magic) Variant Rule.

Mavin's Create Volcano
10th-level Conjuration
Casting time: 24 hours
Range: Sight
Components: V, M (a helm of brilliance and a mantle of sewn diamonds worth at least 10,000 gp, both of which the spell consumes, and a mythallar or a legendary magic item associated with fire)
Duration: 1 year

You attempt to manifest a volcano centered at a point you choose on the ground that you can see within range.

Upon casting, you create the effects of an earthquake spell that lasts for 1 minute, requiring no concentration. One of the fissures appears centered on the chosen point.

A stream of ash begins to pour out of the central fissure 7 days after casting the spell. Each creature that ends its turn within 10 feet of the stream takes 6d6 fire damage from the searing heat it pours off.

The central fissure transforms into a complete, erupting volcano 30 days after casting the spell. The volcano has a height of 12,000 feet and its base has a radius of 12 miles.

The ground in a 750-foot-radius circle centered on the chosen point collapses into a crater. A creature standing on a spot where the crater opens must succeed on a Dexterity saving throw or fall in, plummeting into the magma chamber below and immediately taking 28d6 fire damage. The creature takes an additional 15d6 fire damage at the end of each of its turns while it remains in the molten rock. A creature that successfully saves manages to run to the edge of the crater as it opens. The crater spews lava continuously, and each creature that ends its turn within 10 feet of the crater's edge takes 6d6 fire damage.

Vents can erupt at any given moment for the remainder of the spell's duration. On initiative count 20 (losing initiative ties), the DM rolls a d6. On a 6, lava erupts from a point on the ground of the DM's choosing within 6 miles of the chosen point, creating a 20-foot-high, 5-foot-radius geyser. Each creature in the geyser's area must make a Dexterity saving throw, taking 6d6 fire damage on a failed save, or half as much damage on a successful one.

A total of 1d6 rivers of lava, each 1d10 x 10 feet wide, radiate from the crater and positioned at the DM's choosing. A creature that becomes submerged in the lava initially takes 28d6 fire damage, then takes 15d6 fire damage at the end of each of its turns while it remains in the lava. Wading through the lava causes a creature to initially take 15d6 fire damage, then take 15d6 fire damage at the end of each of its turns while it remains in the lava.

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