Moat of Lava (5e Spell)
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|Casting time:||1 Action|
|Range:||Self (Area between 10 and 70 feet from the Caster)|
|Components:||V,S,M (a relic from a plane of fire or a diamond worth at least 500 gp)|
|Duration:||Concentration, Up to 8 Hours|
You spread open your arms and cry out. Suddenly, all the floor in the area between 10 and 70 feet from you has transmuted into lava 10 feet deep. The land within ten feet of you is as an island in a lake of fire. Enemies within 10 feet of solid ground can make a Dexterity save equal to your spellcasting save modifier. On a success, they escape any effects. On a failure, they topple into the lava and take 6d6 fire damage each turn they are in the lava. Creatures not within 10 feet of solid ground automatically fail the Dexterity save unless they have a specific power that negates it, such as a legendary action. The lava does not catch worn items on fire. The lava is considered rough terrain.
The turn after the caster loses concentration, the lava becomes black igneous rock and acts as normal terrain. Creatures caught in the moat as they are cooling must make a Dexterity save DC 10 or take 2d6 bludgeoning damage and be thrown five feet in a random direction.
At Higher Levels. When cast at 9th level, the caster consumes the material component and summons 2d4 fire serpents*. The serpents disappear when concentration ends. The serpents share the initiative of a randomly chosen ally or enemy and act on their turn but are controlled by the caster.
Note*: This is the Fire Serpent creature found here: Fire Serpent (5e Creature)