Sorcerer Spells: Difference between revisions

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== Level 5 ==
== Level 5 ==
{| class="wikitable"
|+ Aura of the Unremarkable
|-
| Level: 5 || Casting Time: 1 Action || Enchantment
|-
| Range: 20ft Moving Emanation || Duration: Instant, 1 Minute (Concentration) || Components: VSM (a white feather)
|}
An invisible sphere of magic surrounds you, clouding the minds of creatures in the area so they regard even the strangest actions as innocuous. For example you and your allies are beating a member of the city guard for information, creatures within the area don’t think this is unusual or cause for alarm; if your ally is aiming a crossbow at the queen from a balcony, the affected creatures accept this as normal and unworthy of concern. Any hostile actions by you or your allies against a creature or its allies break the effect of the spell for that creature.<br>
When the spell ends (or when the affected creatures move outside of the range of the emanation), observers see things normally but altered perceptions from the earlier events remain. Each mention of the events as noteworthy (such as being questioned about them by an authority figure) allows the target another Wisdom
{| class="wikitable"
|+ Babble
|-
| Level: 5 || Casting Time: 1 Action || Enchantment
|-
| Range: 60ft || Duration: 1 Hour (Concentration) || Components: VS
|}
You cause the speech of affected creatures to sound like nonsense. Each creature in a 30-foot-radius sphere centered on a point you choose within range must succeed on an Intelligence saving throw when you cast this spell or be affected by it.<br>
An affected creature cannot communicate in any spoken language that it knows. When it speaks, the words come out as gibberish. Spells with verbal components cannot be cast. The spell does not affect telepathic communication, nonverbal communication, or sounds emitted by any creature that does not have a spoken language that it knows.<br>
As an action, a creature under the effect of this spell can attempt another Intelligence saving throw against the effect. On a successful save, the spell ends.
{| class="wikitable"
|+ Blazing Thunderbolt Strike
|-
| Level: 5 || Casting Time: 1 Bonus Action || Evocation
|-
| Range: Self || Duration: 1 Minute (Concentration) || Components: V
|}
The next time you hit a creature with a melee weapon attack during this spell's duration, a bolt of flaming lightning streaks down from above and strikes the target at the same moment. The attack deals an extra 2d8 lightning damage and 3d6 fire damage to the target, and the target must make a Constitution saving throw. It has disadvantage on the saving throw if it is wearing armor made of metal<br>
On a failed saving throw, the target is knocked prone, can't take reactions until the start of your next turn, and Burning 5 (Fire). <br>
If you are outdoors in stormy conditions when you hit with the attack, the lightning damage increases by 1d8. If the target is Burning when you hit with the attack, the fire damage increases by 2d6.<br>
'''At Higher Levels.''' When you cast this spell using a spell slot of 6th level or higher, the lightning damage dealt increases by 1d8 (or 2d8 in stormy conditions) and the fire damage dealt increases by 1d6 (or 2d6 if the target is already ablaze) for each slot level above 5th.
{| class="wikitable"
|+ Cloudkill
|-
| Level: 5 || Casting Time: 1 Action || Conjuration
|-
| Range: 120ft || Duration: 10 Minutes (Concentration) || Components: VS
|}
You create a 20-foot-radius sphere of poisonous, yellow-green fog centered on a point you choose within range. The fog spreads around corners. It lasts for the duration or until strong wind disperses the fog, ending the spell. Its area is heavily obscured.<br>
When a creature enters the spell's area for the first time on a turn or starts its turn there, that creature must make a Constitution saving throw. The creature takes 5d8 poison damage on a failed save, or half as much damage on a successful one. Creatures are affected even if they hold their breath or don't need to breathe.<br>
The fog moves 10 feet away from you at the start of each of your turns, rolling along the surface of the ground. The vapors, being heavier than air, sink to the lowest level of the land, even pouring down openings.<br>
'''At Higher Levels.''' When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.
{| class="wikitable"
|+ Cone of Cold
|-
| Level: 5 || Casting Time: 1 Action || Evocation
|-
| Range: 60ft Emanated Cone || Duration: Instant || Components: VSM (a small crystal or glass cone)
|}
A blast of cold air erupts from your hands. Each creature in a 60-foot cone must make a Constitution saving throw. A creature takes 8d8 cold damage on a failed save, or half as much damage on a successful one.<br>
A creature killed by this spell becomes a frozen statue until it thaws.<br>
'''At Higher Levels.''' When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.
{| class="wikitable"
|+ Control Winds
|-
| Level: 5 || Casting Time: 1 Action || Transmutation
|-
| Range: 300ft || Duration: 1 Hour (Concentration) || Components: VS
|}
You take control of the air in a 100-foot cube that you can see within range. Choose one of the following effects when you cast the spell. The effect lasts for the spell’s duration, unless you use your action on a later turn to switch to a different effect. You can also use your action to temporarily halt the effect or to restart one you’ve halted.<br>
'''Gusts.''' A wind picks up within the cube, continually blowing in a horizontal direction you designate. You choose the intensity of the wind: calm, moderate, or strong. If the wind is moderate or strong, ranged weapon attacks that enter or leave the cube or pass through it have disadvantage on their attack rolls. If the wind is strong, any creature moving against the wind must spend 1 extra foot of movement for each foot moved.<br>
'''Downdraft.''' You cause a sustained blast of strong wind to blow downward from the top of the cube. Ranged weapon attacks that pass through the cube or that are made against targets within it have disadvantage on their attack rolls. A creature must make a Strength saving throw if it flies into the cube for the first time on a turn or starts its turn there flying. On a failed save, the creature is knocked prone.<br>
'''Updraft.''' You cause a sustained updraft within the cube, rising upward from the cube’s bottom side. Creatures that end a fall within the cube take only half damage from the fall. When a creature in the cube makes a vertical jump, the creature can jump up to 10 feet higher than normal.
{| class="wikitable"
|+ Creation
|-
| Level: 5 || Casting Time: 1 Minute || Conjuration
|-
| Range: 30ft || Duration: See Description || Components: VSM (a tiny piece of matter of the same type of item you plan to create)
|}
You pull wisps of Khaagaazh straight from the air around you to create a nonliving object of vegetable matter within range: soft goods, rope, wood, or something similar. You can also use this spell to create mineral objects such as stone, crystal, or metal. The object created must be no larger than a 5-foot cube, and the object must be of a form and material that you have seen before.<br>
The duration depends on the object's material. If the object is composed of multiple materials, use the shortest duration. The following indicates how long the object remains
*Vegetable matter: 1 day
*Stone or crystal: 12 hours
*Precious metals: 1 hour
*Gems: 10 minutes
*Adamantine or mithral: 1 minute
Using any material created by this spell as another spell's material component causes that spell to fail.<br>
'''At Higher Levels.''' When you cast this spell using a spell slot of 6th level or higher, the cube increases by 5 feet for each slot level above 5th.
{| class="wikitable"
|+ Dominate Person
|-
| Level: 5 || Casting Time: 1 Action || Enchantment
|-
| Range: 60ft || Duration: 1 Minute (Concentration) || Components: VS
|}
You attempt to beguile a humanoid that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw.<br>
While the target is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as "Attack that creature," "Run over there," or "Fetch that object." If the creature completes the order and doesn't receive further direction from you, it defends and preserves itself to the best of its ability.<br>
You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn't do anything that you don't allow it to do. During this time you can also cause the creature to use a reaction, but this requires you to use your own reaction as well.<br>
Each time the target takes damage, it makes a new Wisdom saving throw against the spell. If the saving throw succeeds, the spell ends.<br>
'''At Higher Levels.''' When you cast this spell using a 6th-level spell slot, the duration is concentration, up to 10 minutes. When you use a 7th-level spell slot, the duration is concentration, up to 1 hour. When you use a spell slot of 8th level or higher, the duration is concentration, up to 8 hours.
{| class="wikitable"
|+ Enervation
|-
| Level: 5 || Casting Time: 1 Action || Necromancy
|-
| Range: 60ft || Duration: 1 Minute (Concentration) || Components: VS
|}
A tendril of inky darkness reaches out from you, touching a creature you can see within range to drain life from it. The target must make a Dexterity saving throw. On a successful save, the target takes 2d8 necrotic damage, and the spell ends. On a failed save, the target takes 4d8 necrotic damage, and until the spell ends, you can use your action on each of your turns to automatically deal 4d8 necrotic damage to the target. The spell ends if you use your action to do anything else, if the target is ever outside the spell’s range, or if the target has total cover from you.<br>
Whenever the spell deals damage to a target, you regain hit points equal to half the amount of necrotic damage the target takes.<br>
'''At Higher Levels.''' When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.
{| class="wikitable"
|+ Far Step
|-
| Level: 5 || Casting Time: 1 Bonus Action || Conjuration
|-
| Range: Self || Duration: 1 Minute (Concentration) || Components: V
|}
You teleport up to 60 feet to an unoccupied space you can see. On each of your turns before the spell ends, you can use a bonus action to teleport in this way again.
{| class="wikitable"
|+ Fingers of Lightning
|-
| Level: 5 || Casting Time: 1 Action || Evocation
|-
| Range: 4, 100x5ft Emanated Lines || Duration: Instant || Components: VSM (a bit of fur, a piece of amber, glass or a crystal rod, and four copper pins)
|}
Your hands arc with electricity as you create 4 lines, each 100 feet long and 5 feet wide, emanating from you in directions of your choice. Each line has its own direction and lines can overlap, but they must all fit within a 180 degree angle from you.
Each creature within the spell's area must make a Dexterity saving throw. On a failed save, a creature takes 7d6 lightning damage plus 1d6 lightning damage for each line area that they are within. On a successful save, a creature takes half as much damage.
The lightning ignites flammable objects in the area that aren't being worn or carried.<br>
'''At Higher Levels.''' When you cast this spell using a spell slot of 6th level or higher, you create an additional line of lightning for each slot level above 5th.
{| class="wikitable"
|+ Freedom of the Winds
|-
| Level: 5 || Casting Time: 1 Action || Abjuration
|-
| Range: Self || Duration: 10 Minutes (Concentration) || Components: VSM (a scrap of sailcloth)
|}
Wind wraps around your body, tugging at your hair and clothing as your feet lift off the ground. You gain a flying speed of 60 feet. Additionally, you have advantage on ability checks to avoid being grappled, and on saving throws against being restrained or paralyzed.<br>
When you are targeted by a spell or attack while this spell is in effect, you can use a reaction to teleport up to 60 feet to an unoccupied space you can see. If this movement takes you out of range of the triggering spell or attack, you are unaffected by it. This spell then ends when you reappear.
{| class="wikitable"
|+ Heavenly Pillar
|-
| Level: 5 || Casting Time: 1 Action || Evocation
|-
| Range: 120ft || Duration: 1 Round || Components: VS
|}
You bellow a determined prayer that calls down a pillar of light from the heavens to crush a creature that you can see within range. The target must make a Dexterity saving throw. On a failed saving throw, the target takes 5d8 radiant damage and is stunned until the end of your next turn. On a successful saving throw, the target takes half damage and is not stunned<br>
If the target is outside and underneath the sky, the spell's damage increases by 2d8.<br>
'''At Higher Levels.''' When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.
{| class="wikitable"
|+ Hold Monster
|-
| Level: 5 || Casting Time: 1 Action || Enchantment
|-
| Range: 90ft || Duration: Instant, 1 Minute (Concentration) || Components: VSM (a small, straight piece of iron)
|}
Choose a creature that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. This spell has no effect on undead. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.<br>
'''At Higher Levels.''' When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. The creatures must be within 30 feet of each other when you target them.
{| class="wikitable"
|+ Immolation
|-
| Level: 5 || Casting Time: 1 Action || Evocation
|-
| Range: 90ft || Duration: 1 Minute (Concentration) || Components: V
|}
Flames wreathe one creature you can see within range. The target must make a Dexterity saving throw. It takes 8d6 fire damage on a failed save, or half as much damage on a successful one. On a failed save, the target also burns for the spell’s duration. The burning target sheds bright light in a 30-foot radius and dim light for an additional 30 feet. At the end of each of its turns, the target repeats the saving throw. It takes 4d6 fire damage on a failed save, and the spell ends on a successful one. These magical flames can’t be extinguished by nonmagical means.<br>
If damage from this spell kills a target, the target is turned to ash.
{| class="wikitable"
|+ Insect Plague
|-
| Level: 5 || Casting Time: 1 Action || Conjuration
|-
| Range: 300ft || Duration: Instant, 10 Minutes (Concentration) || Components: VSM (a few grains of sugar, some kernels of grain, and a smear of fat)
|}
Swarming, biting locusts fill a 20-foot-radius sphere centered on a point you choose within range. The sphere spreads around corners. The sphere remains for the duration, and its area is lightly obscured. The sphere's area is difficult terrain.<br>
When the area appears, each creature in it must make a Constitution saving throw. A creature takes 4d10 piercing damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw when it enters the spell's area for the first time on a turn or ends its turn there.<br>
'''At Higher Levels.''' When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d10 for each slot level above 5th.
{| class="wikitable"
|+ Seeming
|-
| Level: 5 || Casting Time: 1 Action || Illusion
|-
| Range: 30ft || Duration: 8 Hours || Components: VS
|}
This spell allows you to change the appearance of any number of creatures that you can see within range. You give each target you choose a new, illusory appearance. An unwilling target can make a Charisma saving throw, and if it succeeds, it is unaffected by this spell.<br>
The spell disguises physical appearance as well as clothing, armor, weapons, and equipment. You can make each creature seem 1 foot shorter or taller and appear thin, fat, or in between. You can't change a target's body type, so you must choose a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you. The spell lasts for the duration, unless you use your action to dismiss it sooner.<br>
The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to a creature's outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel the creature's head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.<br>
A creature can use its action to inspect a target and make an Intelligence (Investigation) check against your spell save DC. If it succeeds, it becomes aware that the target is disguised.
{| class="wikitable"
|+ Sinking Maw
|-
| Level: 5 || Casting Time: 1 Action || Transmutation
|-
| Range: 150ft || Duration: 1 Minute (Concentration) || Components: VSM (an antlion shell filled with sand)
|}
Choose a point on the ground that you can see within range. Ground within 30 feet of that point becomes swirling sand until the spell ends. The sand is difficult terrain. Each creature standing on the sand when the spell is cast must make a Dexterity saving throw. Any creature that enters the area for the first time on a turn or starts its turn within the area must also make the saving throw. On a failure, a creature sinks halfway into the sand and becomes restrained by the ground.<br>
Until the spell ends, if a creature ends its turn while restrained by the ground in this way, it is pulled up to 10 feet toward the center of the area. A restrained creature can use its action to make a Strength or Dexterity check (its choice) against your spell save DC. On a success, it frees itself and clambers onto the surface.<br>
When the spell ends, either because your concentration is broken or because you decide to end it, the ground returns to the solid form it had before the spell was cast. Each creature restrained by the spell must make a Constitution saving throw. A creature takes 9d6 nonmagical bludgeoning damage on a failed save, or half as much damage on a success. Creatures are still restrained by the solid ground (not by any creature or spell) until they escape, and they have disadvantage on ability checks made to escape solid ground.<br>
Creatures with a burrowing speed can't be restrained by the ground using this spell.
{| class="wikitable"
|+ Skill Empowerment
|-
| Level: 5 || Casting Time: 1 Action || Transmutation
|-
| Range: Touch || Duration: 8 Hours || Components: VS
|}
Your magic deepens a creature’s understanding of its own talent. You touch one willing creature and give it expertise in one skill of your choice; until the spell ends, the creature doubles its proficiency bonus for ability checks it makes that use the chosen skill.<br>
You must choose a skill in which the target is proficient and that isn’t already benefiting from an effect, such as Expertise, that doubles its proficiency bonus.
{| class="wikitable"
|+ Sonic Boom
|-
| Level: 5 || Casting Time: 1 Action || Evocation
|-
| Range: 150ft || Duration: Instant || Components: VS
|}
A bead of thunderous force rockets from your fingertips toward a point you can see within range, where it explodes into a wave of sound that expands to a 20-foot radius sphere centered on that point. Each creature within the area must make a Constitution saving throw. On a failed save, a creature takes 5d10 thunder damage, is deafened until the end of your next turn, is knocked prone, and is pushed 20 feet away from the center of the area. On a successful save, a creature takes half damage and is not knocked prone, pushed, or deafened.<br>
Unsecured objects that are completely within the area of effect are automatically pushed 20 feet away from the center of the area by the spell's effect.<br>
'''At Higher Levels.''' When you cast this spell using a spell slot of 6th level or higher, the damage dealt increases by ldl0 and the distance a creature is pushed increases by 5 feet for each slot level above 5th.
{| class="wikitable"
|+ Sun Flower
|-
| Level: 5 || Casting Time: 1 Action || Conjuration
|-
| Range: 30ft || Duration: 10 Minute (Concentration) || Components: VSM (a sunflower seed)
|}
You conjure a huge spectral sunflower which rises from the ground at a point that you can see within range and lasts for the duration. The flower sheds bright light in a 20-foot radius and dim light for an additional 20 feet, which is sunlight. The flower is incorporeal and does not occupy space. You can use a bonus action on each of your turns before the spell ends to cause the flower to release blazing sunlight in a blast. Choose one of the following two options each time you do so.<br>
'''Area Blast.''' Choose either a 15-foot-radius, 100-foot-high cylinder centered on the flower, a 40-foot cone blasting from the flower, or a line 80 feet long and 5 feet wide blasting from the flower. Each creature in the chosen area must make a Constitution saving throw, taking 6d6 radiant damage on a failed save, or half as much damage on a success. Undead and oozes have disadvantage on this roll.<br>
'''Single Target.''' Make a ranged spell attack against a target within 150 feet of the flower that you can see. Determine cover and line of effect for this attack as if it was made from the flower's location rather than your location. On a hit, the target takes 8d6 radiant damage. You have advantage on this attack roll against undead and oozes.<br>
'''At Higher Levels.''' When you cast this spell using a spell slot of 6th level or higher, the damage dealt increases by 1d6 for each slot level above 5th.
{| class="wikitable"
|+ Synaptic Static
|-
| Level: 5 || Casting Time: 1 Action || Enchantment
|-
| Range: 120ft || Duration: Instant || Components: VS
|}
You choose a point within range and cause psychic energy to explode there. Each creature in a 20-foot-radius sphere centered on that point must make an Intelligence saving throw. A creature with an Intelligence score of 2 or lower can’t be affected by this spell. A target takes 8d6 psychic damage on a failed save, or half as much damage on a successful one.<br>
After a failed save, a target has muddled thoughts for 1 minute. During that time, it rolls a d6 and subtracts the number rolled from all its attack rolls and ability checks, as well as its Constitution saving throws to maintain concentration. The target can make an Intelligence saving throw at the end of each of its turns, ending the effect on itself on a success.
{| class="wikitable"
|+ Telekinesis
|-
| Level: 5 || Casting Time: 1 Action || Transmutation
|-
| Range: 60ft || Duration: 10 Minutes (Concentration) || Components: VS
|}
You gain the ability to move or manipulate creatures or objects by thought. When you cast the spell, and as your action each round for the duration, you can exert your will on one creature or object that you can see within range, causing the appropriate effect below. You can affect the same target round after round, or choose a new one at any time. If you switch targets, the prior target is no longer affected by the spell.<br>
'''Creature.''' You can try to move a Huge or smaller creature. Make an ability check with your spellcasting ability contested by the creature's Strength check. If you win the contest, you move the creature up to 30 feet in any direction, including upward but not beyond the range of this spell. Until the end of your next turn, the creature is restrained in your telekinetic grip. A creature lifted upward is suspended in mid-air.<br>
On subsequent rounds, you can use your action to attempt to maintain your telekinetic grip on the creature by repeating the contest.<br>
'''Object.''' You can try to move an object that weighs up to 1,000 pounds. If the object isn't being worn or carried, you automatically move it up to 30 feet in any direction, but not beyond the range of this spell.<br>
If the object is worn or carried by a creature, you must make an ability check with your spellcasting ability contested by that creature's Strength check. If you succeed, you pull the object away from that creature and can move it up to 30 feet in any direction but not beyond the range of this spell.<br>
You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial.
{| class="wikitable"
|+ Teleportation Circle
|-
| Level: 5 || Casting Time: 1 Minute || Divination
|-
| Range: 10ft || Duration: 1 Round || Components: VSM (rare chalks and inks infused with precious gems worth 50GP, which the spell consumes)
|}
As you cast the spell, you draw a 10-foot-diameter circle on the ground inscribed with sigils that link your location to a permanent teleportation circle of your choice whose sigil sequence you know and that is on the same plane of existence as you. A shimmering portal opens within the circle you drew and remains open until the end of your next turn. Any creature that enters the portal instantly appears within 5 feet of the destination circle or in the nearest unoccupied space if that space is occupied.<br>
Many major temples, guilds, and other important places have permanent teleportation circles inscribed somewhere within their confines. Each such circle includes a unique sigil sequence--a string of magical runes arranged in a particular pattern. When you first gain the ability to cast this spell, you learn the sigil sequences for two destinations on the Material Plane, determined by the GM. You can learn additional sigil sequences during your adventures. You can commit a new sigil sequence to memory after studying it for 1 minute.<br>
You can create a permanent teleportation circle by casting this spell in the same location every day for one year. You need not use the circle to teleport when you cast the spell in this way.
{| class="wikitable"
|+ Temporal Shunt
|-
| Level: 5 || Casting Time: 1 Action || Transmutation
|-
| Range: 120ft || Duration: 1 Round || Components: VS
|}
You target the triggering creature, which must succeed on a Wisdom saving throw or vanish, being thrown to another point in time and causing the attack to miss or the spell to be wasted. At the start of its next turn, the target reappears where it was or in the closest unoccupied space. The target doesn’t remember you casting the spell or being affected by it.<br>
'''At Higher Levels.''' When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. All targets must be within 30 feet of each other.
{| class="wikitable"
|+ Wall of Light
|-
| Level: 5 || Casting Time: 1 Action || Evocation
|-
| Range: 120ft || Duration: 10 Minutes (Concentration) || Components: VSM (a hand mirror)
|}
A shimmering wall of bright light appears at a point you choose within range. The wall appears in any orientation you choose: horizontally, vertically, or diagonally. It can be free floating, or it can rest on a solid surface. The wall can be up to 60 feet long, 10 feet high, and 5 feet thick. The wall blocks line of sight, but creatures and objects can pass through it. It emits bright light out to 120 feet and dim light for an additional 120 feet.<br>
When the wall appears, each creature in its area must make a Constitution saving throw. On a failed save, a creature takes 4d8 radiant damage, and it is blinded for 1 minute. On a successful save, it takes half as much damage and isn’t blinded. A blinded creature can make a Constitution saving throw at the end of each of its turns, ending the effect on itself on a success.<br>
A creature that ends its turn in the wall’s area takes 4d8 radiant damage.<br>
Until the spell ends, you can use an action to launch a beam of radiance from the wall at one creature you can see within 60 feet of it. Make a ranged spell attack. On a hit, the target takes 4d8 radiant damage. Whether you hit or miss, reduce the length of the wall by 10 feet. If the wall’s length drops to 0 feet, the spell ends.<br>
'''At Higher Levels.''' When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.
{| class="wikitable"
|+ Wall of Stone
|-
| Level: 5 || Casting Time: 1 Action || Divination
|-
| Range: 30ft || Duration: Instant, 1 Minute (Concentration) || Components: VSM ()
|}
A nonmagical wall of solid stone springs into existence at a point you choose within range. The wall is 6 inches thick and is composed of ten 10-foot- by-10-foot panels. Each panel must be contiguous with at least one other panel. Alternatively, you can create 10-foot-by-20-foot panels that are only 3 inches thick.<br>
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.<br>
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 or rest on any firm foundation. It must, however, merge with and be solidly supported by existing stone. Thus, you can use this spell to bridge a chasm or create a ramp.<br>
If you create a span greater than 20 feet in length, you must halve the size of each panel to create supports. You can crudely shape the wall to create crenellations, battlements, and so on.<br>
The wall is an object made of stone that can be damaged and thus breached. Each panel has AC 15 and 30 hit points per inch of thickness. Reducing a panel to 0 hit points destroys it and might cause connected panels to collapse at the GM's discretion.<br>
If you maintain your concentration on this spell for its whole duration, the wall becomes permanent and can't be dispelled. Otherwise, the wall disappears when the spell ends.