Lava Themed Spells

by GageOlin

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Lava-Themed Spells

Eruption

6th level, Evocation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a chunk of obsidian and sulfur)
  • Duration: Instantaneous

Magma erupts in a 10-foot-radius, 40-foot-high cylinder centered on a point within 60 feet of you. Each creature within that area must make a Dexterity saving throw. A creature takes 5d10 fire damage and 3d8 bludgeoning damage on a failed save, or half as much damage on a successful one.

At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the fire damage or the bludgeoning damage (your choice) increases by 1d10 for each slot level above 7th.

Volcanic Bomb

5th level, Evocation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a chunk of obsidian and ash)
  • Duration: Instantaneous

You throw a globule of lava that explodes on impact. Choose a point within within range. Each creature in a 20-foot radius sphere centered on that point must make a Dexterity saving throw. A creature takes 3d10 fire damage and 3d8 bludgeoning damage on a failed save, or half as much damage on a successful one.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d10 fire damage and 1d8 bludgeoning damage for each slot level above 5th.



River of Lava

7th level, Evocation


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (a chunk of obsidian and a small piece of phosphorus)
  • Duration: Concentration, up to 10 minutes

Lava emerges from the ground and creates a river of molten rock within range. A river of lava covers the ground in a 60 feet long and 15 feet wide river.

When the river appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 6d10 fire damage, or half as much damage on a successful save.

Each creature that starts its turn within the river takes 6d10 fire damage. A creature takes the same damage when it enters the river for the first time on a turn.

When the spell ends, every creature within the area must make a Strength saving throw or become restrained as the river hardens to dark stone. As an action, a creature can make a Strength check against your spell save DC, escaping on a success.

At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the damage increases by 1d10 for each slot level above 7th.


Art by Noah Bradley (@noahbradley on Twitter)

 

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