Lava Line (5e Spell)
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|Casting time:||1 action|
|Components:||V, S, M (an ember or fragment of igneous rock)|
|Duration:||Concentration, up to 1 minute|
Select up to four 5-foot adjacent cubes of ground in range that you can see. The ground of these cubes must be nonmagical, and comprised of common materials such as dirt, stone, grass, clay, or wood. The material of the ground in these cubes transmutes into small pockets of hot lava for the duration. The pockets extend downwards 5 feet. Any creatures or objects not worn by a creature which fall into this lava take 6d6 when they fall into it, and again at the end of each of their turns they remain within it. Items worn by a creature are not set on fire. The pockets of lava count as difficult terrain.
Any creature which is above one of the 5-foot squares transmuted to lava is afforded a Dexterity saving throw. On a success, it moves to the nearest safe ground, but its speed is reduced by that much on its next turn. On a failure, the creature falls into the lava and takes damage as noted.
When your concentration ends, the cubes of lava become black igneous rock, and from this point act as normal terrain. Any caught in a the lava when it cools must make a Dexterity save, or take 1d6 bludgeoning damage and be thrown five feet in a random direction.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can select one additional 5-foot cube for each level above 4th. Instead of adding two of these additional cubes, you can instead choose for existing cubes to deepen by 5 feet (to 10 feet if you forgo two cubes, or to 15 feet if you forgo four cubes).