Wall and Chaos Spells

Acrid Wall

1st-level evocation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You create an wall off stinging smoke on the ground at a point you can see within range, serving as a wall against movement. You can make the wall up to 30 feet long, 10 feet high, and 5 feet thick. You can shape the wall in any way you choose so long as it makes one continuous path along the ground. Creatures and objects on the other side of the wall are lightly obscured, and the wall lasts for the duration.

When a creature attempts to enter the wall, it must make a Constitution saving throw. On a failed save, spends its next action retching and reeling and must spend 1 extra foot of movement for each foot for which it moves through the wall's area. On a success the creature suffers no ill effects. Creatures that don't need to breathe or are immune to poison automatically succeed on this saving throw. Once a creature succeeds on its saving throw against this spell, it is immune to the spell's effects.

A moderate wind (at least 10 miles per hour) disperses the wall after 1 round.

(Artificer, Ranger, Wizard)

Barricade

1st-level transmutation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 10 minutes

You elevate material from the ground within range, forming a low wall. You can make the wall up to 30 feet long, 5 feet high, and 1 foot thick, or a ringed wall up to 20 feet in diameter, 5 feet high, and 1 foot thick. Creatures are able to climb over the wall normally, but the wall obscures creatures and provides cover based on its height in the same manner as a nonmagical wall.

If the wall cuts through a creature's space when it appears, the creature within its area is pushed to one side of the wall.

At Higher Levels. When you cast this spell using a spell slot of 2nd level, the duration is concentration up to 1 hour. When you cast this spell using a spell slot of 3rd level or higher, the spell lasts 1 hour, without requiring concentration.

(Artificer, Druid, Wizard)

Chaos Wall

3rd-level evocation


  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You can make the wall up to 30 feet long, 15 feet high, and 1 foot thick, or you can make a ringed wall up to 20 feet in diameter, 15 feet high, and 1 foot thick. The wall vanishes when the spell ends.

When a creature attempts to enter the wall, it must make a Dexterity saving throw. On a failed save the target takes 2d8 + 1d6 damage. Choose one of the d8s. The number rolled on that die determines the attack’s damage type, as shown below.

d8 Damage Type
1 Acid
2 Cold
3 Fire
4 Force
5 Lightning
6 Poison
7 Psychic
8 Thunder

If you roll the same number on both d8s, the chaotic energy leaps from the target to a different creature of your choice on the same side of the wall and within 30 feet of it. Make an attack roll against the new target. On a hit the target takes 2d8 + 1d6 damage. Choose one of the d8s. The number rolled on that die determines the attack’s damage type, as shown above.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, each target takes 1d6 extra damage of the type rolled for each slot level above 3rd.

(Sorcerer)

Din of Battle

5th-level illusion


  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V, S, M (a stone or piece of rubble)
  • Duration: Concentration, up to 1 minute

A cacophony of crashing metal, humanoid screams, and whizzing ammunition erupts in a 30 foot cube within range. Outside the area, the sound seems distant and dim. Each creature that enters or starts its turn inside the area who hears the sound must make a Wisdom saving throw. Creatures immune to being frightened automatically succeed on this saving throw. On a failed saving throw, the target takes 2d8 psychic damage and drops prone. The target believes itself to have been wounded by some unseen weapon, refusing to stand up within the area, attempting to move away from the area as fast as possible, and becoming wary upon entering it again.

Creatures within the area have disadvantage on attack rolls and can't take reaction.

A creature that uses its action to examine the area can determine the sound is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the sound becomes distant and dim to it, and it becomes immune to the spell.

(Bard, Sorcerer, Wizard)

Moonlight Bridge

3rd-level evocation


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: 1 minute

You create a magical bridge of pale light up to 10 feet wide and 60 feet long in a space within range, which lasts for the duration op until you dismiss it as a bonus action. You can curve the bridge left or right, including having the bridge form a circle, and angle portions of the bridge up or down by up to 45 degrees.

If the wall cuts through a creature's space when it appears, the creature is pushed onto the top of the bridge.

Creatures wishing to pass over the bridge can stand on the bridge without falling through. Weapons attacks, spell effects, and unattended objects pass through the bridge unhindered.

If any of this spell's area overlaps with an area of darkness created by a spell of 3rd level or higher, this spell is dispelled.

(Cleric, Paladin, Warlock, Wizard)

Peal of Chaos

3rd-level enchantment


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous

You unleash a peal of primal chaos. Each creature in a 25 foot sphere centered on a point you can see within range must make a Charisma saving throw. Creatures that are deafened or that are immune to being charmed automatically succeed on this saving throw. On a failed save the target moves up to its speed in a random direction and beings its next turn with no movement remaining.

If a target runs into into an object or creature, they immediately stop moving and the target and obstacle each take 2d6 bludgeoning damage as the target fails to avoid the obstacle.

(Bard, Sorcerer, Warlock)

Unstable Burst

2nd-level evocation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous

A burst of colored light erupts in a 15 foot cube from a point within range. Roll a d8 to determine the burst's color, each of which has a different power and purpose. Each creature within the burst's space must make a Dexterity saving throw. The effect of a failed save depend on the color of the burst.

  1. Red. Each target takes 4d6 fire damage on a failed save, or half as much damage on a successful one.
  2. Orange. Each target takes 4d6 acid damage on a failed save, or half as much damage on a successful one.
  3. Yellow. Each target takes 4d6 lightning damage on a failed save, or half as much damage on a successful one.
  4. Green. Each target takes 4d6 poison damage on a failed save, or half as much damage on a successful one.
  5. Blue. Each target takes 4d6 cold damage on a failed save, or half as much damage on a successful one.
  6. Indigo. On a failed save, the target is restrained. It can repeat the saving throw at the end of each of its turns, ended the effect on a success.
  7. Violet. On a failed save, the target is blinded. It must then make a Wisdom saving throw at the start of your next turn. A successful save ends the blindness.
  8. Special. The target is struck by two rays. Roll twice more, rerolling any 8.

(Sorcerer, Wizard)

Wall of Pikes

2nd-level evocation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 10 minutes

You create a wall of pikes on a solid surface within range. You can make the wall up to 30 feet long, 10 feet high, and 1 inch thick, or a ringed wall up to 20 feet in diameter, 10 feet high, and 1 inch thick. Creatures are able to attack through the wall normally, but must be able to squeeze through a 1 foot space to pass to the other side of the wall.

If the wall cuts through a creature's space when it appears, the creature within its area is pushed to one side of the wall and must make a Dexterity saving throw. On a failed save, a creature takes 3d8 piercing damage, or half as much damage on a successful save.

Each pike in the wall has AC 10, 5 hit points, and immunity to poison and psychic. Each destroyed pike increased the size of gap which it filled by 1 foot.

(Artificer, Wizard)