A shimmering plane of pure magic forms a vertical opaque wall--up to 90 feet long, 30 feet high, and 1 inch thick--centered on a point you can see within range. Alternatively, you can shape the wall into a sphere up to 30 feet in diameter centered on a point you choose within range. The wall remains in place for the duration. If you position the wall so that it passes through a space occupied by a creature, the spell fails, and your action and the spell slot are wasted.
The wall sheds bright light out to a range of 100 feet and dim light for an additional 100 feet. You and creatures you designate at the time you cast the spell can pass through and remain near the wall without harm. Any target not designated that starts their turn or comes within 5 feet of the wall must make a CON saving throw, DC 22. If the target fails the saving throw, they're pushed back 10 ft and take 20d6 force damage. If the target hits a solid object or creature, both parties take an additional 5d6 force damage.
When the wall is created, it has 10d20 health and has the same resistances and immunities as the caster. The wall has an AC of 5.
This wall can only be taken down by 3 methods, lowering the walls hit points or using Dispel Magic or Anti-Magic Field.
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