by Claude Helper | Sep 25, 2026 | Spells
Level 6 Evocation spell available to Clerics. Wall of Fire’s bigger, angrier sibling: a 36m line of blades doing 6d10 Slashing a turn to anything in or beside it, for as long as you hold Concentration. The wall itself lasts 60 turns, which in practice means until the fight is over.
Spell description: Summon a wall of razor-sharp blades that turns the area into Difficult Terrain and damages anyone foolish enough to come close.
Spell properties
- Damage: 6d10 Slashing per turn
- Damage type: Slashing
- Range: 18m (60ft)
- Area: 36m (120ft) line
- Duration: 60 turns
- Concentration spell
- Save: DEX save (half damage on success)
- Conditions applied: Blade Barrier. Creatures in or next to the wall take 6d10 Slashing per turn. The area is Difficult Terrain.
- Cost: Action + Spell Slot
- Recharge: Per action
Spell upcasting
Casting Blade Barrier at higher levels provides no additional benefits.
How to obtain Blade Barrier
Summon a wall of razor-sharp blades that turns the area into Difficult Terrain and damages anyone foolish enough to come close.
On save: Targets still take half damage.
Duration: 60 turns
AoE: 36m (120ft) line
A wall of whirling blades up to 36m long. Creatures in the area take 6d10 Slashing when the wall appears, when they enter, and at the start of each turn inside or beside it. The area is Difficult Terrain.
- Takes 6d10 Slashing damage per turn.
- Dexterity Saving Throw for half damage.
- Movement through the area is halved.
When to cast Blade Barrier
Cast it across the path the enemy has to take. A corridor, a bridge, the gap between their line and yours. Anyone who walks through takes 6d10, anyone who ends a turn next to it takes 6d10 again, and the Difficult Terrain means they take longer to get through.
Slashing is resisted by very little, which puts it ahead of Wall of Fire against devils and ahead of Cloudkill against undead. It is one of the few Cleric spells that does real damage to everything.
It is Concentration, so it competes with Spirit Guardians. In a fight with a clear chokepoint the barrier wins, because it does more damage to more enemies and does not require your Cleric to stand in the middle of them.
The saves are currently a bit broken. The DC to avoid damage when starting a turn inside the wall is fixed at 3, so enemies who stand in it essentially always take half, and the DC on entry is fixed at 15. It still does plenty of damage either way.
by Claude Helper | Sep 25, 2026 | Spells
Level 6 Conjuration spell available to Sorcerers, Warlocks, and Wizards. Two portals, ten turns, anyone can use them for free, including the enemy. It is a movement tool that costs a Level 6 slot and your Concentration, and it is hard to justify in most fights.
Spell description: Create two linked teleportation portals within range. All creatures, including enemies, may travel between the two portals as a free action.
Spell properties
- Range: 18m (60ft)
- Duration: 10 turns
- Concentration spell
- Conditions applied: Creates two linked portals for 10 turns. Any creature can step through as a free action, unlimited times per round.
- Cost: Action + Spell Slot
- Recharge: Per action
Spell upcasting
Casting Arcane Gate at higher levels provides no additional benefits.
How to obtain Arcane Gate
- Sorcerer, Warlock, Wizard at Class level 11
Create two linked teleportation portals within range. All creatures, including enemies, may travel between the two portals as a free action.
When to cast Arcane Gate
Cast it when the fight is about distance. Your melee is stuck at the bottom of a cliff, the archers are on a ledge, the boss is across a chasm. Drop one portal at your feet and one next to them, and the whole party is there on their next turn without spending movement.
The pathfinding uses the portals automatically when they are the shorter route, which is convenient for you and just as convenient for the enemy. Do not open a door for a room full of melee brutes unless you want them in your backline.
It is Concentration, so a Sorcerer or Wizard giving this up is giving up Hold Monster or Haste. Most of the time a Dimension Door or a Misty Step does the job for a lower slot and no Concentration.
Out of combat it is a puzzle tool, and a decent one. Getting the party across a gap you cannot jump, or into a spot only one character could reach, is exactly what it is for.
by Claude Helper | Sep 25, 2026 | Spells
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
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.
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.
by Claude Helper | Sep 25, 2026 | Spells
Level 5 Transmutation spell available to Sorcerers and Wizards. Pick up a creature or an object and throw it 18m, then do it again every turn for free while you Concentrate. Throwing enemies off cliffs is the game’s favourite way to skip a fight, and this does it at range.
Spell description: Throw a creature or object up to 18m (60ft) with a thought. Once per turn, you can use Telekinesis again without expending a Spell Slot. Heavier items deal more damage.
Spell properties
- Range: 18m (60ft)
- Duration: 10 turns
- Concentration spell
- Save: STR save
- Conditions applied: Telekinesis. Throws a creature or object up to 18m. While you Concentrate, you can recast it once per turn without a Spell Slot.
- Cost: Action + Spell Slot
- Recharge: Per action
Spell upcasting
Casting Telekinesis at higher levels provides no additional benefits.
How to obtain Telekinesis
- Sorcerer, Wizard at Class level 9
- Knowledge Domain Clerics and The Great Old One Warlocks at Class level 9
Source items: Hr’a’cknir Bracers, Tressym Collar, Scroll of Telekinesis
Throw a creature or object up to 18m (60ft) with a thought. Once per turn, you can use Telekinesis again without expending a Spell Slot. Heavier items deal more damage.
Duration: 10 turns
- Once per turn, the caster can throw a creature or object again without expending a Spell Slot.
- Thrown creatures take fall damage on landing; heavier objects deal more damage.
- A creature that passes the Strength save on the first cast does not grant the condition.
When to cast Telekinesis
Cast it near a ledge, a chasm, or a very long drop. A creature that fails the Strength save goes wherever you point, and if that is off the edge of the map it is dead, loot and all. Half of Act One and a surprising amount of Act Three has a convenient drop nearby.
When there is no drop, throw enemies into each other, into your Wall of Fire, or just away from your casters. Fall damage on landing is a bonus. Big heavy objects thrown at enemies hurt as well.
The recast is the whole point. Once you have the Telekinesis condition you get a free throw every turn for ten turns, no slot. To guarantee you get it, throw an object on the first cast, which cannot fail the save, then throw creatures with the recasts.
Strength save, so it bounces off ogres and giants and lands on casters, archers, and most humanoids. Keep it away from anything that is Burning, because throwing a Burning object sets your caster on fire.
by Claude Helper | Sep 25, 2026 | Spells
Level 5 Illusion spell available to Bards, Sorcerers, and Wizards. Disguise Self for the whole party in one cast, lasting until Long Rest. It is a roleplay tool, not a combat one, and it does exactly one thing well.
Spell description: Disguise up to 4 members of your adventuring party.
Spell properties
- Range: 18m (60ft)
- Duration: Until Long Rest
- Conditions applied: Seeming. Up to 4 party members are disguised until Long Rest. Each can use Adjust Seeming once to pick a new look, and Dispel Disguise to end it.
- Cost: Action + Spell Slot
- Recharge: Per action
Spell upcasting
Casting Seeming at higher levels provides no additional benefits.
How to obtain Seeming
- Bard, Sorcerer, Wizard at Class level 9
- Trickery Domain Clerics (Domain spell) and The Archfey Warlocks at Class level 9
Source item: Scroll of Seeming
Disguise up to 4 members of your adventuring party.
When to cast Seeming
Cast it when you need the whole party to look like someone else. Sneaking a drow party through a place that hates drow, walking a githyanki past people who would recognise her, or just avoiding a fight with guards who are looking for you.
The disguises are random at first, and each character gets one Adjust Seeming to change it. Merchants keep a separate attitude score for your disguised face, so it can also reset a trader who has stopped liking you.
It does nothing in combat, and it is a Level 5 slot. On a Sorcerer or Wizard that slot is Cloudkill or Hold Monster, so this only goes in the prepared list on the day you plan to use it.
There is a known bug where two of the random disguises (masculine githyanki and masculine dwarf) make the spell fail. If it fizzles, cast it again.