Level
4th
Casting Time
1 Action
Range/Area
120 ft. (60 ft. )
Components
V, S, M *
Duration
Concentration 1 Minute
School
Evocation
Attack/Save
DEX Save
Damage/Effect
Thunder

You create a wall of rhythmically pulsating energy on a solid surface within range. You can make the wall up to 60 feet long, 20 feet high, and 1 foot thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall is opaque and lasts for the duration.

Thunderwall can only be cast using Charisma. Today's gonna be the day that they're gonna throw it back to you. Upon casting and each round while still concentrating, you can make a performance check as a bonus action to to stop all projectiles or thrown weapons, max of 10 kg, from passing through the wall in one direction of your choosing. The DC for the performance check is 6 + the level at which you are casting Thunderwall (minimum 10). Deflected projectiles fall to the ground harmlessly.

When the wall appears, each creature in its area makes a Dexterity saving throw, taking 5d8 Thunder damage on a failed save. On a successful saving throw they say maybe... and take half damage.

One side of the wall, selected by you when you cast this spell, deals 5d8 Thunder damage to each creature that ends its turn within 10 feet of that side or inside the wall. By now, they should have somehow realized what they're not to do. 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 is an oasis from the spell and deals no damage.

Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 4.

* - (a very light rock)

Spell Tags: Damage Control

Available For: Bard

Zer0Mori_

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