Wall of Wonder (5e Spell)

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Wall of Wonder
6th-level Conjuration
Casting time: 1 action
Range: 120 feet
Components: V, S
Duration: concentration, up to 10 minutes


You create wall of chaotically shifting colors. You can make the wall up to 60 feet long, 20 feet high, and 1 foot thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall is opaque and lasts for the duration.

When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature is affected by the wall. A creature is affected by the power of the wall when it enters the wall for the first time on a turn or ends its turn there.

When a creature is affected by the wall, roll on the following table to find the effect:

d20 Spell Efect
1 The creature takes 10d6 acid damage.
2 The creature takes 10d6 cold damage.
3 The creature takes 10d6 fire damage.
4 The creature takes 10d6 force damage.
5 The creature takes 10d6 lightning damage.
6 The creature takes 10d6 poison damage.
7 The creature takes 10d6 psychic damage.
8 The creature takes 10d6 thunder damage.
9 The creature is pushed 30 feet away from the wall and knocked prone.
10 The creature is affected by a confusion spell.
11 The creature is teleported 1d100x10 feet in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. If the creature would arrive in a crature's space, or in a solid object, it takes 4d6 force damage and is shunted to the nearest unoccupied space.
12 The creature is blinded. At the end of each of its turns, the target can make a Constitution saving throw. On a success, it is no longer blinded.
13 The creature is deafened. At the end of each of its turns, the target can make a Constitution saving throw. On a success, it is no longer deafened.
14 The creature is affected by a 6th-level dispel magic spell.
15 The creature is dyed a random color. The color remains for 24 hours or until dispelled.
16 The creature is slowed. At the end of each of its turns, the target can make a Constitution saving throw. On a success, it is no longer slowed.
17 The creature's appearance is altered, rendering it bizarrely hideous in appearance. It has disadvantage on Charisma checks except to intimidate for the next 24 hours or until dispelled.
18 The creature is weakened. At the end of each of its turns, the target can make a Constitution saving throw. On a success, it is no longer weakened.
19 The creature lucked out! It has advantage on the next attack roll, saving throw, or ability check it makes within the next minute.
20 Roll a d8 and a d10+8 on the chart. Apply both results to the creature.



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