Casting Time: 1 action
Range: 15 ft
Components: V, S
Duration: Instantaneous
Damage Type: Fire
User Created: This is an unofficial, user-created spell.
Check with your DM about using this spell.
Make a spell attack, striking a target with globules of molten rock and dealing 3d4 fire damage to target creature. Items it is wearing or carrying ignite for one round or until put out with an action and by falling prone. If it fails to put out the fire and dies before the end of it's next turn, the heat engulfs the body and it's corpse burns to ashes.
Verbal Component:
Eructo Liquefacta Massa
Classes: Sorcerer, Wizard, Rogue
Domain: Fire
Tags: Damage
Source: Magic from the Multiverse
View Magma Spray Spell Card
(New Window? )
Return to Previous Page
Spell FAQs
There are currenly no frequently asked questions about this spell. If you have a question, or need to know how the spell functions in the game (especially in relation to other spells, creatures and magic items),
send us a message.
Submit a FAQ
Other Planes and Effects
Below is information about this spell as it relates to other planes and area of effects (i.e. underwater). Some of the information is pulled official D&D sources (such as books and the twitter feeds of D&D officials), but other information is derived from forums and online discussions. As always, it is up to the DM to decide how they wish to handle spell effects.
Underwater - Verbal Component
Official rules have been verified by Jeremy Crawford - "No rule prohibits verbal components from working underwater. Keep in mind that if you're talking, you're not holding your breath." Hence, while submerged underwater and holding its breath, a creature can cast a spell that requires a verbal component. After casting the spell, if the creature can't breathe underwater, it immediately runs out of breath. The creature can survive for a number of rounds equal to its Constitution modifier (minimum of 1 round).
Underwater - Fire Effects
The PHB p198 clearly states "Creatures and objects that are fully immersed in water have resistance to fire damage." Other than that, there are no official rules regarding fire spells underwater. But, as always, it is always up to the DM to decide if fire spells should have different effects (i.e. half range, half area of effects, half duration, etc.). In addition, Jeremy Crawford has clearly stated, regarding a fireball vaporizing water, "Nothing in the rules causes a fireball to vaporize water. Magic ≠ physics. DMs may apply whatever magical/scientific logic they like."