Level 4 Evocation spell available to Druids, Sorcerers, and Wizards. A wall of flame up to 36m long that does 5d8 Fire to anything that walks through it or ends its turn inside, and sets them on fire for good measure. It lasts ten turns and it is a nightmare to path around.
Spell description: Create a blazing wall of fire, Burning anyone who dares stand too close. Deals Fire damage to anything that moves into or ends its turn in the area.
Spell properties
- Damage: 5d8 Fire
- Damage type: Fire
- Range: 18m (60ft)
- Area: 36m (120ft) line
- Duration: 10 turns
- Concentration spell
- Save: DEX save (half damage on success)
- Conditions applied: Burning. Creatures take 5d8 Fire when they enter or end their turn in the wall, and 1d4 Fire per turn while Burning.
- Cost: Action + Spell Slot
- Recharge: Per action
Spell upcasting
Deals an extra 1d8 Fire damage for each spell slot level above the 4th.
How to obtain Wall of Fire
- Druid, Sorcerer, Wizard at Class level 7
- Light Domain Clerics (Domain spell), Circle of the Land Druids (Desert), and The Fiend Warlocks at Class level 7
- Bard via Magical Secrets at Class level 10
Source items: Markoheshkir, Scroll of Wall of Fire
WALL OF FIRE
Level 4 Evocation SpellCreate a blazing wall of fire, Burning anyone who dares stand too close. Deals Fire damage to anything that moves into or ends its turn in the area.
On save: Targets still take half damage.
AREA: WALL OF FIRE
Condition: Burning
- Takes 1d4 Fire damage per turn.
- Removed by the Help action, a healing potion, or becoming Wet.
- Wet creatures are immune.
When to cast Wall of Fire
Cast it between the enemy and your party. Anything that wants to reach your casters has to walk through 5d8 Fire, and the AI often does exactly that. A long wall across a corridor turns a charge into a queue of Burning enemies.
It also works as a cage. Draw it around a group already engaged with your tank and every one of them ends their turn inside it. Ten turns of 5d8 to everyone standing in the line adds up to more damage than any Fireball.
It is Concentration and it is Fire, so it does nothing to devils, fire elementals, and a good chunk of Act Three. Check resistances before you spend the slot, and stand somewhere your Wizard will not get hit.
Wet creatures are immune to Burning and Fire damage goes down in the rain. If your Druid has been throwing Create Water around, the wall will be a lot less impressive.










0 Comments