Vast and devastating, few works of magic evoke primal fear such as this one does: the volcano abolishes the hierarchy and hubris of mortals with a cataclysm spoken of only in wailing or hushed whispers. You first begin with a ceremonial dance to clear your mind and free your connection to your magic. Then, as you slowly begin to drum, the earth shudders and shakes. Make five Nature skill checks, then choose a point within range: a conical mountain slowly begins to rise from it, its height and radius equal to the sum of your Nature checks x30. All creatures in the radius of the mountain must make a Dexterity saving throw once every 5 minutes: on a fail they take 1d6 Bludgeoning damage and are knocked prone whenever they stand until the end of their next turn, and on a save they are knocked prone but take no damage; structures built and/or resting on the ground within the radius of the mountain are leveled over the course of the hour that the mountain rises.
Over the next three hours, volcanic gases begin to seep out from hairline fissures in the mountain. Once every 15 minutes, every creature within 1,000 feet of the mountain must make a Constitution saving throw: on a fail, they take 1 Poison damage, and are Poisoned for the next 24 hours; on a save, they take no damage but are still poisoned for the same duration. Plants and plant creatures automatically fail saving throws against the volcanic gases, and natural plants begin to wilt and die after 1 hour regardless.
Then over the next two hours, ash and lava start erupting out. 1d8 times every 10 minutes, burning hot rocks and lava rain down on random areas within 1,000 feet of the volcano, dealing 4d6 Bludgeoning and 4d6 Fire damage to each creature and object within 5 feet of them, setting flammable and unattended objects on fire automatically. Creatures can make a Dexterity saving throw against this damage: on a fail they take full damage and are also knocked prone and restrained, and on a fail they take half damage. A creature restrained by failing this save must make a Strength save at the end of its turns: on a failure it takes 1d10 fire damage and remains restrained, and on a success they take 1d6 fire damage and their speed is reduced by 10 until the end of their next turn.
Over the second hour of the ash and lava eruption, the sky begins to cloud over with ash. Visibility is reduced as if in a blizzard within 2,000 feet of the volcano and creatures within that area that can breathe must make a Constitution saving throw: on a fail they take 1 Fire and 1 Poison damage every 10 minutes, on a save they take the same damage once every 15 minutes. The intense upheaval of the eruption also creates stormy ash clouds: 1d8 times every 10 minutes, a livid bolt of lightning streaks out from the ash plume to strike a random spot. Any creature there must make a Dexterity save, and on a fail, they take 4d6 Lightning damage and are Paralyzed until the end of their next turn. Lightning strikes automatically ignite flammable materials and unattended objects within 5 feet of their strike.
The mountain and its destruction remain until cleared. Lava produced by this spell does not fully harden for 24 hours; it remains liquid and/or malleable before then. After the eruption but before the lava hardens, any creature that ends its movement in the lava must make a Strength saving throw at the end of its turns: on a failure it takes 1d6 Fire damage and becomes restrained until the start of their next turn, and on a success they take 1d4 fire damage and their speed is reduced by 10 until the end of their next turn. Also, any plant life within 2,000 feet of the volcano begins to smolder, and may possibly burn.
After casting the spell you suffer two levels of exhaustion, and can't cast this spell while exhausted by any means and for 1d6+4 days afterwards.
* - (Pieces of pumice, brimstone, obsidian, coal, and a drum.)
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