```metadata title: Wall of Water (Revised) description: '' tags: - spell - rework - 5e systems: - 5e renderer: V3 theme: 5ePHB ``` ```css /*=======--- Example CSS styling ---=======*/ /* Any CSS here will apply to your document! */ /* Column balancing for Firefox compatibility. */ .page .columnWrapper { column-fill: auto; } .page#p1 { height: 710px } .page:after { all: unset } /* Remove bottom padding. */ .page { padding-bottom: 0px; } ``` #### Wall of Water *3rd-level evocation* **Casting Time:** :: 1 action **Range:** :: 60 feet **Components:** :: V, S, M (a drop of water) **Duration:** :: Concentration, up to 10 minutes **Classes:** :: Druid, Sorcerer, Wizard You create 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 1 foot thick, or you can make a ringed wall 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. **
When a creature enters the affected area for the first time on a turn or starts its turn there, the creature must succeed on a Strength saving throw or take 1d6 bludgeoning damage and be forced out to a space within 5 feet of their initial position (your choice where). They are also unable to enter the wall again until the start of their next turn. A creature unable to move into the wall can still attack targets on the other side of it if they are within range.
** 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