Level 5 Evocation spell available to Druids, Sorcerers, and Wizards. Draw a line, get a wall of stone pillars that block movement and line of sight until something knocks them down. It does no damage and it is Concentration. It is also, in the right fight, a complete shutdown.
Spell description: Raise a wall of non-magical, solid stone between any two points within range. It is made of Stone Pillars with 30 Hit Points each, which block movement and line of sight.
Spell properties
- Range: 18m (60ft)
- Concentration spell
- Conditions applied: Creates a wall of Stone Pillars (30 Hit Points each, immune to Psychic, vulnerable to Force and Thunder) that block movement and line of sight.
- Cost: Action + Spell Slot
- Recharge: Per action
Spell upcasting
Casting Wall of Stone at higher levels provides no additional benefits.
How to obtain Wall of Stone
- Druid, Sorcerer, Wizard at Class level 9
- Nature Domain Clerics (Domain spell) and Circle of the Land Druids (Desert or Mountain) at Class level 9
- Bard via Magical Secrets at Class level 10
Source item: Scroll of Wall of Stone
WALL OF STONE
Level 5 Evocation SpellRaise a wall of non-magical, solid stone between any two points within range. It is made of Stone Pillars with 30 Hit Points each, which block movement and line of sight.
When to cast Wall of Stone
Cast it to split a fight in two. Wall off the archers and casters at the back and deal with the melee first, or wall off half of a big group so the rest have to path around. Enemies with no line of sight cannot target you, and the AI is not great at walking around obstacles.
Each pillar has 30 Hit Points, so a determined enemy can smash through, and Force and Thunder damage do double. Against casters with Magic Missile it will not last. Against a room of melee brutes it holds for a long time.
It is Concentration, which is the real cost. Your caster spends the fight holding the wall instead of holding Hold Monster or Haste. That is worth it when the wall removes half the enemies from the fight, and not otherwise.
It also works the other way: put a wall between a wounded ally and the thing chasing them and buy a turn for a heal or a retreat. No save, no roll, it just appears.










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