A crystal wall of hardened mana emerges into existence at a point you choose within range. The wall consists of up to ten 20ft tall crystal pillars that each take up their own unit of space. Each pillar must be touching at least one other pillar.
If the wall cuts through a creature's space when it appears, the creature is pushed to one side of the wall (your choice). If a creature would be surrounded on all sides by the wall (or the wall and another solid surface), that creature can make a Dexterity saving throw. On a success, it can use its reaction to move up to its speed so that it is no longer enclosed by the wall.
The wall can have any shape you desire, though it can't occupy the same space as a creature or object. The wall doesn't need to be vertical, but must rest on firm foundation. Thus, you can use this spell to bridge a chasm or create a ramp.
The wall is an object made of crystal that can be damaged and thus breached. Each pillar has AC 15 and 160 hit points. Reducing a pillar to 0 hit points destroys it and might cause connected pillars to collapse at the GM's discretion.
If you maintain your concentration on this spell for its whole duration, the wall becomes permanent and can't be dispelled. Otherwise, the wall shatters when the spell ends.
At Higher Levels. When you cast this spell using a spell slot of 6th-level or higher, you can create 2 extra pillars per spell slot above 5th. Additionally, when you cast the spell using a 9th-level spell slot the pillars double in size--taking up 4 units each, stretching 40ft tall, and possessing 320 hit points.
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