5e SRD >Spells >

Elemental Line

2nd-level conjuration

Casting Time: 1 action

Range: Self

Components: V, S, M (a ball of twine)

Duration: 1 minute

You run out a thin, 30-foot line of tracer energy from yourself. The line can pass through another creature’s space, over cover, and through any space that is at least 1 inch wide but cannot cross back within 5 feet of itself. The tracer then flashes with elemental energy from another plane and any creatures in its path must make a Dexterity saving throw, taking 4d6 damage on a failed save, or half as much on a successful one. The energy remains in place until the start of your next turn and any creature who touches the energy must make the same Dexterity saving throw or take damage as well. The damage type depends on which plane you summon it from and can be acid, cold, fire, lightning, poison, or thunder.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 and the tracer line range increases by 5 feet for each spell slot used above 3rd. If cast with a spell slot of 5th level or higher, the damage types can also be force, necrotic, psychic, or radiant.

Section 15: Copyright Notice

Lasers & Liches: Tales from the Retroverse - Test Wave 3 Player's MTX Creator(s) Chris Lock, Lluis Abadias Copyright 2021