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Water Wall 2014

3rd-level conjuration

Casting time
1 action
Range
60 ft
Components
V, S, M (a vial of pure water) — worth 0.00 gp
Duration
Concentration, up to 10 minutes
Save
Strength
Damage
2d6 Bludgeoning
Classes
Druid, Sorcerer, Wizard

You summon a wall of swirling water at a point you can see on the ground within range. The wall can be up to 30 feet long, 10 feet high, and 5 feet thick, or shaped as a ring up to 15 feet in diameter, 20 feet high, and 5 feet thick. Each foot moved through the wall costs 3 feet of movement. The wall’s water disappears when the spell ends.

A creature that starts its turn in the wall or enters it on its turn must make a Strength saving throw, suffering 2d6 bludgeoning damage on a failure or half as much on a success. Ranged attacks passing through the wall have disadvantage and deal half damage. Fire effects passing through are instantly extinguished. Cold effects passing through apply to any creature within 5 feet of the point they touch the wall. Lightning effects apply half their damage to any creature in contact with the wall when they pass through.

Source: Spells That Don't Suck (Somanyrobots) · License: Creative Commons Attribution 4.0 details