You create a wall of skeletons on a solid surface within range. You can form it into a hemispherical dome or a sphere with radius of up to 10 feet, or you can shape a flat surface made up of ten 10- foot-square panels. Each panel must be contiguous with another panel. In any form, the wall is 1 foot thick and lasts for the duration. 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 Necrotic 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 15 and 30 hit points per 10-foot section, and it is vulnerable to Radiant damage. Reducing a 10-foot section of wall to 0 hit points destroys it and leaves behind a pile of bones in the space the wall occupied, the pile of bones are difficult terrain.
If there is an creature of huge or smaller within 5 feet of the wall on your turn the skeletons in the wall can try to grapple the creature the skeletons use your spellcasting modifier for the grapple, if an creature is grappled it can use an action on its turn to escape the grapple.
While an creature is grappled at the start of their turn they must make an Constitution saving throw or taking 5d6 Necrotic Damage half as much on an successful save.
At Higher Levels. When you cast this spell using a spell slot of 7th-level or higher, the damage the wall deals when it appears increases by 2d6, and the damage from the skeletons increases by 1d6 for each slot level above 6th.
* - (Bones of an humanoid creature)
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