A creature takes the same damage when it enters the wall for the first time on a turn or ends its turn there.
The wall itself is only one foot thick but it radiates damage up to 10-ft. from it. So are you 'in' the wall if you're within that 10-ft. or only if you're 'in' that 1-ft.? In other words, if you step through the wall to the side where it's not radiating damage, would you have to make a save against the damage of the wall?
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"Most people are other people. Their thoughts are someone else's opinions, their lives a mimicry, their passions a quotation."
I think you need to look at the paragraphs individually:
When the wall appears, the "area" is the 60 ft long, 20ft high 1 ft thick wall. Save or burst into flames.
While the wall is active, one side is radiating heat, delaing the damage within 10 ft of the wall or "inside the wall" (meaning being physically immersed in the flames). You can either be inside the wall and be on the heated side or inside the wall and on the non-damaging side. However, in both cases being "inside the wall" is true, so you get the damage.
Personally, for simplicity's sake, I'd run the spell on a grid as if it's threatening the entire square and the square next to it (meaning the wall is always on the edge of a square)since there's no mechanical difference for being in the flame or in the area next to it. Basically it's a 10 ft wide wall for the purpose of its mechanics, with the exception of its "summoning".
Easiest to draw the line on your map. Whoever enters that hex or square takes damage. It seems funny that you get a save when you move into the wall on purpose, but that's how the game works.
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"Sooner or later, your Players are going to smash your railroad into a sandbox."
-Vedexent
"real life is a super high CR."
-OboeLauren
"............anybody got any potatoes? We could drop a potato in each hole an' see which ones get viciously mauled by horrible monsters?"
A creature takes the same damage when it enters the wall for the first time on a turn or ends its turn there.
The wall itself is only one foot thick but it radiates damage up to 10-ft. from it. So are you 'in' the wall if you're within that 10-ft. or only if you're 'in' that 1-ft.? In other words, if you step through the wall to the side where it's not radiating damage, would you have to make a save against the damage of the wall?
Both. Whether you are inside the 1 ft thickness of the wall or the 10 ft zone of heat, you take the same damage.
Note that there is no saving throw for this. The Dexterity save only applies when the wall is cast.
I run it the same way as RAJdeBoer does. On the grid, draw the wall on boundaries between squares and designate a hot side. The squares immediately next to the wall are where it "appears" and those squares and the ones next to them are the "side of the wall" that does damage.
It seems funny that you get a save when you move into the wall on purpose, but that's how the game works.
As a DM you can always say that the save is negated or more difficult. For instance, I once had a situation where player A was holding player B because they were unconscious, then player A had to make a dex saving throw (IIRC because of a firebreath or the like). I ruled it that player B failed automatically (duh) and player A had a choice; throw down player B or suffer disadvantage on the roll. Same goes for the other way around; if player A were to actively try to shield player B from a breath weapon (already calling that before the attack hit, so using their action on their turn) I'd give the protected player advantage and the protecting player an automatic fail.
The wall itself is only one foot thick but it radiates damage up to 10-ft. from it. So are you 'in' the wall if you're within that 10-ft. or only if you're 'in' that 1-ft.? In other words, if you step through the wall to the side where it's not radiating damage, would you have to make a save against the damage of the wall?
"Most people are other people. Their thoughts are someone else's opinions, their lives a mimicry, their passions a quotation."
― Oscar Wilde.
I think you need to look at the paragraphs individually:
When the wall appears, the "area" is the 60 ft long, 20ft high 1 ft thick wall. Save or burst into flames.
While the wall is active, one side is radiating heat, delaing the damage within 10 ft of the wall or "inside the wall" (meaning being physically immersed in the flames). You can either be inside the wall and be on the heated side or inside the wall and on the non-damaging side. However, in both cases being "inside the wall" is true, so you get the damage.
Personally, for simplicity's sake, I'd run the spell on a grid as if it's threatening the entire square and the square next to it (meaning the wall is always on the edge of a square)since there's no mechanical difference for being in the flame or in the area next to it. Basically it's a 10 ft wide wall for the purpose of its mechanics, with the exception of its "summoning".
Subclass: Dwarven Defender - Dragonborn Paragon
Feats: Artificer Apprentice
Monsters: Sheep - Spellbreaker Warforged Titan
Magic Items: Whipier - Ring of Secret Storage - Collar of the Guardian
Monster template: Skeletal Creature
Easiest to draw the line on your map. Whoever enters that hex or square takes damage. It seems funny that you get a save when you move into the wall on purpose, but that's how the game works.
"Sooner or later, your Players are going to smash your railroad into a sandbox."
-Vedexent
"real life is a super high CR."
-OboeLauren
"............anybody got any potatoes? We could drop a potato in each hole an' see which ones get viciously mauled by horrible monsters?"
-Ilyara Thundertale
Both. Whether you are inside the 1 ft thickness of the wall or the 10 ft zone of heat, you take the same damage.
Note that there is no saving throw for this. The Dexterity save only applies when the wall is cast.
I run it the same way as RAJdeBoer does. On the grid, draw the wall on boundaries between squares and designate a hot side. The squares immediately next to the wall are where it "appears" and those squares and the ones next to them are the "side of the wall" that does damage.
As a DM you can always say that the save is negated or more difficult. For instance, I once had a situation where player A was holding player B because they were unconscious, then player A had to make a dex saving throw (IIRC because of a firebreath or the like). I ruled it that player B failed automatically (duh) and player A had a choice; throw down player B or suffer disadvantage on the roll. Same goes for the other way around; if player A were to actively try to shield player B from a breath weapon (already calling that before the attack hit, so using their action on their turn) I'd give the protected player advantage and the protecting player an automatic fail.
Subclass: Dwarven Defender - Dragonborn Paragon
Feats: Artificer Apprentice
Monsters: Sheep - Spellbreaker Warforged Titan
Magic Items: Whipier - Ring of Secret Storage - Collar of the Guardian
Monster template: Skeletal Creature