Upon casting this spell, you conjure a shimmering wall of energy that morphs and changes its properties every minute. The wall appears within range on a solid surface and lasts for the duration.
Every minute, roll a d10 to determine the wall’s property for that minute:
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Wall of Wind: Small or smaller flying creatures or objects can’t pass through the wall. Loose, lightweight materials brought into the wall fly upward. Arrows, bolts, and other ordinary projectiles launched at targets behind the wall are deflected upward and automatically miss. (No save)
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Wall of Mirrors: Any creature attempting to move through the wall must make a Wisdom saving throw or become confused, as per the spell effect. (Wisdom save)
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Wall of Magnetism: Any metal object or creature with metal armor that comes within 10 feet of the wall is pulled towards it. (Strength save)
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Wall of Light: The wall emits bright light out to 120 feet and dim light for an additional 120 feet. Creatures in the area when you cast the spell must make a Constitution saving throw or become blinded for 1 minute. (Constitution save)
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Wall of Fear: The wall projects an aura of fear. Any creature that starts its turn within 10 feet of the wall must make a Wisdom saving throw or be frightened until the start of its next turn. (Wisdom save)
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Wall of Discord: The wall emits a cacophony of noise. Creatures within 10 feet of the wall must succeed on a Wisdom saving throw or be unable to take reactions until the start of their next turn. (Wisdom save)
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Wall of Force: Nothing can physically pass through the wall. It is immune to all damage and can’t be dispelled by Dispel Magic. (No save)
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Wall of Energy Absorption: Any spell of 4th level or lower that targets the wall or passes through it is absorbed and nullified. (No save)
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Wall of Inversion: Any ranged attack that hits the wall is reflected back towards the attacker. (Dexterity save)
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Wall of Silence: The wall emits an aura of silence. Any creature that starts its turn within 10 feet of the wall cannot make any sound until the start of its next turn. (No save)
The saving throw DC is determined by your spellcasting ability for this spell. If a creature is required to make a saving throw, it does so against your spell save DC.
* - (a prism)Previous Versions
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10/19/2023 1:22:01 AM
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11/6/2023 12:40:57 AM
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Coming Soon
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