You conjure up a wall of skulls on the ground at a point you can see within range. You can make the wall up to 30 feet long, 10 feet high, and 10 feet thick, and it vanishes when the spell ends. It blocks line of sight but not movement. A creature must succeed on a Wisdom saving throw or be frightened of the wall. It takes 3 feet of movement to move 1 foot within the wall.
When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 7d6 bludgeoning damage, or half as much damage on a successful save.
Any creature that ends its turn within 5 feet of the wall must make a Dexterity saving throw, taking 5d6 piercing damage on a failed save and half as much on a successful save. A creature must also make a Dexterity saving throw with disadvantage when it enters the wall for the first time on a turn, starts its turn there or ends its turn there, taking 10d6 piercing damage on a failed save and half as much 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 bludgeoning damage. Reducing a 10-foot section of wall to 0 hit points destroys it and leaves behind a sheet of opaque necrotic energy in the space the wall occupied. A creature moving through the sheet of necrotic energy for the first time on a turn must make a Constitution saving throw. That creature takes 5d6 necrotic damage on a failed save, or half as much damage on a successful one.
At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the damage the wall deals when a creature starts, ends or moves into it increases by 2d6, the damage the wall deals when it appears, that it deals to a creature within 5 feet of it and the damage from passing through the sheet of necrotic energy increases by 1d6, for each slot level above 7th.
* - (a humanoid skull which the spell consumes)
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