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Dungeons & Dragons Spells

DnD Spell L3 Wall of Water

Dungeons and Dragons – Mystara

Spells – Level 3 – Wall of Water

  • 5e-wiz-xge Xanathar's Guide to Everything
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  • 5e-fgg-bls Book of Lost Spells

Wall of Water

  • 3rd Level Evocation Spell
  • Secret Crafts: Waterologist
  • Casting time: 1 action
  • Range: 100 ft
  • Components: V, S, M (a drop of water)
  • Duration: Concentration, up to 10 minutes

The wall must be contiguous, it must be at least 5 feet thick along its entire length, you must be able to see the whole thing, and all of it must be within 100 feet of you. The wall’s space is difficult terrain. The wall need not be anchored on its sides, but the bottom of it must touch the ground everywhere (it can’t bridge gaps in the ground). The wall can be composed of saltwater, freshwater, or brackish water, depending on the water used for the material component.

You conjure up a wall of water on the ground at a point you can see within range. You can make the wall up to 30 feet long, 10 feet high, and l foot thick, or you can make a ringed wait up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall vanishes when the spell ends. Alternatively, the “wall” can be conjured as a hemisphere of water 30 feet in diameter and 15 feet tall at the center.

The wall can’t be conjured so that another object or a Small or larger creature is inside it.

Any ranged weapon attack that enters the wall’s space has disadvantage on the attack roll, and fire damage is halved if the fire effect passes through the wall to reach its target. Spells that deal cold damage that pass through the wall cause the area of the wan they pass through to freeze solid (at least a 5-foot square section is frt>zen), Each 5-foot square frozen section has AC 5 and 1 S hit points. Reducing a frozen section to 0 hit points destroys it. When a section is destroyed, the wall’s water doesn’t fill it.

Heightened (+1): No spell effect or missile (magical or mundane) can pass through the wall. Creatures on one side of the wall are heavily obscured from the other side. Creatures can enter and move inside the wall as difficult terrain. Flame creatures take 3d6 cold damage if they start their turn inside the wall or enter it during their turn.

Available Spell Lists

Spell ListSecret CraftWaterologist

* details to come. R – Ritual Spells.
Sourcebooks: bls, br, mgp1008, mhh, mw, ph, scag, xge

Design changes for Spell

  • Original Spell Lists: Druid, Sorcerer, Wizard
  • Original Range: 60 ft
  • You conjure up a wall of water on the ground at a point you can see within range. You can make the wall up to 30 feet long, 10 feet high, and l foot thick, or you can make a ringed wait up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall vanishes when the spell ends. The wall’s space is difficult terrain.
  • Any ranged weapon attack that enters the wall’s space has disadvantage on the attack roll, and fire damage is halved if the fire effect passes through the wall to reach its target. Spells that deal cold damage that pass through the wall cause the area of the wan they pass through to freeze solid (at least a 5-foot square section is frozen), Each 5-foot square frozen section has AC 5 and 1 S hit points. Reducing a frozen section to 0 hit points destroys it. When a section is destroyed, the wall’s water doesn’t fill it.
  • Note: Combined effects from each of the sources to produce something a little more unique.

Content Updates

  • 2021-08-16 – Update to the layout, tags and menu.
D&D 5E Rules Reference

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By thedarkelf007

I am a long term gamer, I run 6 RPG's a fortnight, host board game, card game and LANs each about once a quarter and have an addiction to buying more games. Games I am currently running are Pathfinder (1st and 2nd Edition) and Dungeons and Dragons (5th Edition).

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