Far Corners of the World10/17/2003


Fire and Ash: Spells of the Volcano



Urborg Volcano - Tony SzczudloLittle can match the unleashed fury and power of the volcano. A massive explosion of molten rock and scouring ash borne on hurricane-force winds of superheated air can wipe entire cities and civilizations from the face of the world in a matter of moments. Yet even here, in perhaps the most dangerous and destructive of the world's terrains, seekers of power flock. Countless spellcasters have perished in attempts to learn how to harness or duplicate the volcano's power, yet the rewards for success are great.

Yet power-hungry wizards aren't the only spellcasters who have learned to draw power from the volcanoes of the far corners of the world. Druids (and some clerics) have long known how to tap the primal power of the volcano, and some cultures worship them as gods. Even some bards have tapped into the lore of the volcano to enhance their magical prowess.

Calm Earth
Abjuration [Earth]
Level: Clr 7, Drd 6
Components: V, S, M, DF
Casting Time: 1 round
Range: Long (400 ft. + 40 ft./level)
Area: Circle with a 10 ft. radius/level
Duration: 1 hour/level

You infuse the area with powerful protections against earthquakes and upheaval. The area affected cannot be harmed by the effects of an earthquake or volcano (either natural or magical) and remains stable even during the height of such an event in the area. Collateral damage, such as structures tumbling into the area from beyond its limits, or clouds of hot ash or bombs of molten rock falling from above can still damage creatures in the area. The spell does divert lava flows that would normally enter the area along the ground during a volcanic eruption.

Creatures with the earth subtype become slow and languid in the area, and they suffer a -4 penalty to Armor Class and a -4 penalty on Initiative checks and Reflex saving throws. In addition, all of an earth subtype creature's speeds are cut in half. If the creature moves out of the spell's area, these effects immediately cease until the creature re-enters the spell's area.

Material Component: A sheet of adamantine worth at least 500 gp.

Fire Dance
Evocation [Fire]
Level: Brd 4
Components: V, S
Casting Time: 1 standard action
Range: Personal (see text)
Area: You and up to one ally per 3 caster levels, all of whom must be within 40 ft. of you; see text
Duration: Up to 1 round/level (see text)

The fire dance spell inspires you with the primal power of a volcanic explosion and catapults you into a wild and violent dance. When you cast this spell, you must immediately make a Perform (dance) check (DC 15). If successful, your body begins glowing with fiery light, smoke wreaths your hair and trails your flailing limbs, and your stomping feet generate a low rumbling sound. Each round you must make a new Perform (dance) check, and each round the DC for success increases by +2.

As long as you continue to make successful Perform (dance) checks, your dance continues. You radiate bright light to a radius of 40 feet and emit shadowy light an additional 40 feet. Each round, you make your Perform (dance) check as a standard action. You also can use a move action to move a distance equal to your land speed each round, but you cannot take any other action apart from maintaining the dance. You gain an insight bonus equal to your Charisma modifier to your Armor Class and Reflex saving throws while you dance, and you are immune to fire damage. A creature that successfully damages you with a natural weapon or light weapon automatically takes 1d6 points of fire damage. The fire dance fires the blood and spirit of your allies as well; you may select up to one ally per three caster levels when you initially cast the spell. As long as you continue to dance and the chosen allies remain within 40 feet of you at the end of their turn, they gain a +2 morale bonus on attack rolls and Will saving throws (but no other benefits from this spell).

Once you fail a Perform (dance) check, or once a number of rounds equal to your level have passed, the dance ends. The fiery energies of the volcano you have collected in your body do not dissipate, however, and you can direct this energy from your outstretched hands as a single ray of brilliant heat. You can target anything within 120 feet with this ray, striking with a ranged touch attack. If you hit, the ray deals 1d6 points of fire damage per successful Perform (dance) check you made during the fire dance. If you choose not to fire the ray, the energy instead suffuses your body and heals 1d6 points of damage per successful Perform (dance) check you made during the fire dance. If the spell ended because you failed a Perform (dance) check, you immediately become fatigued.

You cannot voluntarily end the fire dance. If the dance is dispelled or otherwise interrupted by magic, the spell's effects immediately end and you become fatigued; you do not generate a ray of heat or gain any healing.

Raise Volcano
Conjuration (Creation) [Earth, Fire]
Level: Drd 9
Components: V, S, M, DF, XP
Casting Time: 1 round
Range: Long (400 ft. + 40 ft./level)
Effect: One volcano (see text)
Duration: Concentration
Saving Throw: Reflex partial, see text
Spell Resistance: No

The potent raise volcano spell opens a fissure deep in the earth that leads down to an underlying pool of magma and causes it to explode upward, creating a relatively small (but still quite devastating) artificial volcano.

You select a point to be the center of the volcano you create. Immediately, the ground in a 10-foot radius around that point swells into a cone 10 feet high, with a small vent at the peak. Every creature in this area must make a Reflex save or fall to the base of the cone, taking 1d6 points of damage. Structures in the area take 8d6 points of damage.

One round after the vent appears, an 80-foot-radius area around the center of the spell's effect is struck with a terrific tremor that duplicates the effect of an earthquake spell. At the same time, gouts of lava and ash blast from the central cone. Any creature inside of the cone (falling or flying up) takes 20d6 fire damage each round they remain inside the cone with no saving throw. Creatures and objects directly above the cone's rim (to a height of 10 feet per caster level) and within 10 feet of the cone's rim also suffer this fire damage, but they can make Reflex saving throws each round they remain in the danger zone to take half damage.

Each round you concentrate, the radius of cone and the radius of the earthquake effect grows by 5 feet, and the top of cone rises 10 feet.

Starting on round 4, the earthquake zone is pelted with burning chunks of molten rock, and all creatures and objects in this area take 2d6 points of fire damage per round (with a successful Reflex save negating the damage).

Starting on round 8, the entire earthquake zone is blanketed in a thick cloud of ash and smoke to a height of 5 feet per caster level; all creatures in this area suffer as if caught within a wall of smoke spell.

The volcano ceases to grow once it reaches its maximum radius of 5 feet per caster level. The earthquake zone ceases to grow once it reaches its maximum radius of 80 feet per caster level. The volcano's growth also ends if the spell's magic is dispelled or you cease concentrating on the spell. Once the spell's duration ends, the volcano stops erupting, and the cone collapses into a pit as deep and wide as the cone. One round later the pit closes up; anything inside the pit when it closes is crushed. Those inside the pit take 20d6 points of damage and become entombed in the ground; if they cannot escape via magic or burrowing, they remain there until they suffocate, die of thirst or hunger, or are rescued by outside forces.

Material Component: A block of obsidian that has been magically shaped into a miniature volcano, the caldera of which must be filled with rubies totaling no less than 5,000 gp.

XP Cost: 5,000 XP.

Volcanic Storm
Conjuration (Creation) [Fire]
Level: Sor/Wiz 7
Components: V, S, M
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Area: 30-ft.-radius spread
Duration: 3 rounds
Saving Throw: See text
Spell Resistance: No

Volcanic storm creates billowing clouds of volcanic ash and pelts the region with blocks of partially molten stone, subjecting the area to the effects of a localized volcanic eruption.

On the first round of this spell's duration, the area is blasted with a powerful pyroclastic wind. Living creatures in the area must make a Fortitude save or be nauseated for 1d4 rounds. The winds are hurricane force and have the appropriate wind effect on all creatures in the area.

On the second round, the wind stops as a whistling shower of fist-sized chunks of rock pelt the area. All creatures and unattended objects in the area take 1d6 points of damage per two caster levels (max 10d6); a successful Reflex saving throw reduces the damage by half. Any creature that fails this save must make a Fortitude save or be stunned for 1d4 rounds.

On the third and final round, these chunks of rock explode into torrents of lava. All creatures and unattended objects in the area take 1d6 points of damage per two caster levels (max 10d6), a successful Reflex saving throw reduces the damage by half

Material Component: A javelin made of obsidian and tipped with a diamond head worth at least 100 gp. This javelin must be thrown as the spell is cast; it unerringly flies to the point directed by the caster to be the center of the spell's area as the spell is cast.

Wall of Smoke
Conjuration (Creation) [Fire]
Level: Drd 1, Sor/Wiz 1
Components: V, S
Casting Time: 1 standard action
Range: Short (25 ft. + 5 ft./level)
Effect: Two 5-ft. squares/level that are 5 ft. thick (S)
Duration: 1 round/level
Saving Throw: Fortitude partial, see text
Spell Resistance: No

This spell creates a thin but opaque wall of black smoke. The wall is stationary once created. The wall blocks sight to a limited degree. Creatures on opposite sides of the wall that cannot see over it gain concealment from each other (attacks have a 20% miss chance). A creature that breathes can pass through a wall of smoke with ease if it hold its breath; otherwise it must make a Fortitude save to avoid being nauseated for 1 round.

A moderate wind (11+ mph), such as from a gust of wind spell, destroys the wall in 1 round.

This spell does not function underwater.

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