Wall of Magma

3.5th Edition
This spell creates a wall of thick magma that glows with a dull red heat. It merges into adjoining rock surfaces, melting the rock at the point of connection to form a smooth bond. The wall can seal off a passage or breach, but the intense heat causes flammable materials in contact with the wall of magma to catch fire instantly. A wall of magma is 1 inch thick per four caster levels. You can double the wall's area by halving its thickness.   The wall cannot be conjured so that it occupies the same space as a creature or another object. You can shape a wall of magma into sheets and curves, but the molten wall cannot form domes or unsupported horizontal surfaces more than 5 feet across. The wall need not be vertical but must rest upon a firm foundation; it must merge with and be solidly supported by existing stone. The wall cannot hold complex forms such as crenellations. It is possible (though difficult) to form the wall into a ring to enclose creatures, but they can avoid this with successful Reflex saves.   The wall sends forth waves of heat, dealing 2d6 points of fire damage to creatures within 10 feet and 1d6 points of fire damage to those past 10 feet but within 20 feet. Unlike a wall of fire, both sides of a wall of magma radiate heat. Since it is molten, the wall cannot be broken as such, but an object or creature could force its way through. It costs 4 squares of movement to move through a square containing a wall of magma, but creatures of the earth subtype can pass through the wall at normal speed. A wall of magma deals 5d6 points of fire damage +1 point of fire damage per caster level (maximum +20) to creatures passing through it, the same amount each round to any creature within it, and 2d6 points of fire damage per round for 1d3 rounds after a creature leaves the area of the wall. It deals double damage to undead and creatures with the water subtype.   The wall can be destroyed normally by a disintegrate spell. If any 5-foot section of the wall takes 40 points of cold damage or more in a round, that section hardens into normal stone (hardness 8, 15 hit points per inch of thickness), which can then be chipped or broken as normal (DC 20 Strength check, +2 per inch of thickness). Do not divide cold damage by four, as normal for objects. Casting create water on the surface of a wall of magma creates a cloud of steamy fog that fills a cube with the dimensions of the length of wall affected. The fog dissipates after 10 minutes. Only the surface of the stone hardens; the wall is not cooled completely.   Wall of magma can be made permanent with a permanency spell. A permanent wall of magma that is chilled by cold damage stays solid for 10 minutes, then returns to its molten state.   Arcane Material Component: A small piece of pumice, obsidian, or other volcanic rock.
 
5th Edition
You conjure a searing wall of molten rock that fuses with adjacent stone, glowing a dull, angry red. The wall’s heat ignites flammable objects that touch it and scorches creatures nearby.   The wall appears in a form you choose: a straight wall up to 60 feet long, 20 feet high, and 2 inches thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and the same thickness. You can halve the thickness to double the area. The wall must rest on solid ground and be anchored to existing stone.   If the wall cuts through a creature’s space when it appears, the creature is pushed to one side of the wall (your choice). If a creature would be surrounded on all sides by the wall (or the wall and another solid surface), that creature can make a Dexterity saving throw. On a success, it can use its reaction to move up to its speed so that it is no longer enclosed by the wall.   A creature that enters the wall's space for the first time on a turn or starts its turn there takes 5d6 fire damage. Moving through the wall costs 15 feet per inch of thickness of the wall. Creatures with the Earth Subtype do not take extra speed to move through the wall, and take half damage. Water creatures and the Undead take double damage from this spell.   The wall can be destroyed normally by a Disintegrate spell. If any 5-foot section of the wall takes 20 points of cold damage or more in a round, that section hardens into normal stone (hardness 8, 15 hit points per inch of thickness), which can then be chipped or broken as normal.   A creature that leaves the wall's space takes 2d6 Fire damage at the start of each of its turns for 3 rounds after leaving the wall's space.   Wall of Magma can be made permanent with a Permanency spell. A permanent wall of magma that is chilled by cold damage stays solid for 10 minutes, then returns to its molten state.
 

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Spell Descriptors
Earth, Fire
Spell Spheres
Creation, Earth, Fire
2nd Edition
Level
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School
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Range
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Save
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Duration
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Components
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AoE
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Casting Time
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3.5th Edition
Level
Cleric 5, Sorcerer 5, Wizard 5, Druid 6
Components
V, S, M (A small piece of pumice, obsidian, or other volcanic rock), DF
Casting Time
1 Standard Action
Range
Medium (100 feet + 10 feet/level)
Effect
Wall of molten stone whose area is up to one 5-foot square/level (S)
Duration
1 Minnute/Level
Saving Throw
See text
Spell Resistance
Yes

 
4th Edition

 
5th Edition
Level
Cleric 5, Sorcerer 5, Wizard 5, Druid 6
Casting Time
1 Action
Range
120 Feet
Components
V, S, M (A small piece of pumice, obsidian, or other volcanic rock)
Duration
Concentraiton; Up to 1 Minute

 
Pathfinder 2e
Tags
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Traditions
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Cast
Range
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Defense
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Verbal Components

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Cavellan
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Maherasi
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Celestial
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Infernal
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Pit-Tongue
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High Draconic
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High Elvish
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Somatic Components

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