You create a vertical wall of whirling, razor-sharp poles made of magical energy. The wall appears within range and lasts for the duration. You can make a straight wall up to 100 feet long, 20 feet high, and 5 feet thick, or a ringed wall up to 60 feet in diameter, 20 feet high, and 5 feet thick. The wall provides one-quarter cover to creatures behind it, and its space is difficult terrain.
When a creature enters the wall's area for the first time on a turn or starts its turn there, the creature must make a Dexterity saving throw. On a failed save, the creature takes 1d6 force damage and can't cast spells until the end of their next turn. On a successful save, the creature takes half as much damage.
At different levels this spell gets an extra 1d6 damage 5th (2d6) 11th (3d6) and 17th(4d6)
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Posted Apr 24, 2022This spell seems overpowered for a cantrip.