Level
4th
Casting Time
1 Action
Range/Area
120 ft.
Components
V, S
Duration
Concentration
School
Evocation
Attack/Save
None
Damage/Effect

when casting the spell you can create a wall of either Fire,water,stone,ice or wind the wall is comprised of ten 10-foot-by 10 foot panels and each must be contiguous. as an bonus action you can change the wall from the previous mention forms to another form. in addition you may move the wall 15ft and can reshape the wall.

wall of stone AC 15 each panel 30hp If the wall cuts through a creature's space when it appears, the creature is pushed to one side of the wall (your choice).

wind wall When the wall appears, each creature within its area must make a Strength saving throw. A creature takes 3d8 bludgeoning damage on a failed save, or half as much damage on a successful one. no projectiles can pass the wall 

wall of water Any ranged weapon attack that enters the wall’s space has disadvantage on the attack roll, and fire damage is halved if the fire effect passes through the wall to reach its target. Spells that deal cold damage that pass through the wall cause the area of the wall they pass through to freeze solid (at least a 5-foot-square section is frozen). Each 5-foot-square frozen section has AC 5 and 15 hit points. Reducing a frozen section to 0 hit points destroys it. When a section is destroyed, the wall’s water doesn’t fill it.  

wall of fire 

When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 5d8 fire damage, or half as much damage on a successful save.

One side of the wall, selected by you when you cast this spell, deals 5d8 fire damage to each creature that ends its turn within 10 feet of that side or inside the wall. A creature takes the same damage when it enters the wall for the first time on a turn or ends its turn there. The other side of the wall deals no damage.

wall of ice 

If the wall cuts through a creature's space when it appears, the creature within its area is pushed to one side of the wall and must make a Dexterity saving throw. On a failed save, the creature takes 10d6 cold damage, or half as much damage on a successful save.

The wall is an object that can be damaged and thus breached. It has AC 12 and 30 hit points per 10-foot section, and it is vulnerable to fire damage. Reducing a 10-foot section of wall to 0 hit points destroys it and leaves behind a sheet of frigid air in the space the wall occupied. A creature moving through the sheet of frigid air for the first time on a turn must make a Constitution saving throw. That creature takes 5d6 cold damage on a failed save, or half as much damage on a successful one.

Available For: Sorcerer (Legacy) Warlock (Legacy) Wizard (Legacy) Cleric (Legacy) - Forge Domain

Zappegasus

Comments

Posts Quoted:
Reply
Clear All Quotes