WALL OF THORNS

Conjuration level 6

STANDARD

Casting Time 1 action
Range 120 feet
Components V, S, M
Duration Concentration, up to 10 minutes

You create a wall of tough, pliable, tangled brush bristling with needle-sharp thorns. The wall appears within range on a solid surface and lasts for the duration. You choose to make the wall up to 60 feet long, 10 feet high, and 5 feet thick or a circle that has a 20-foot diameter and is up to 20 feet high and 5 feet thick. The wall blocks line of sight.

When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 7d8 piercing damage, or half as much damage on a successful save.

A creature can move through the wall, albeit slowly and painfully. For every 1 foot a creature moves through the wall, it must spend 4 feet of movement. Furthermore, the first time a creature enters the wall on a turn or ends its turn there, the creature must make a Dexterity saving throw. It takes 7d8 slashing damage on a failed save, or half as much damage on a successful one.

At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, both types of damage increase by 1d8 for each slot level above 6th.

Components. A handful of thorns.

Spell Variants & Exotic Components – level 6
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SPELL VARIANT #1

Casting Time 1 action
Range 120 feet
Components V, S, M
Duration Concentration, up to 10 minutes

You create a wall of tough, pliable, tangled brush bristling with needle-sharp thorns. The wall appears within range on a solid surface and lasts for the duration. You choose to make the wall up to 100 feet long, 20 feet high, and 10 feet thick or a circle that has a 30-foot diameter and is up lo 30 feet high and 10 feet thick.

The wall blocks line of sight. When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 7d10 piercing damage, or half as much damage on a successful save.

A creature can move through the wall, albeit slowly and painfully. For every 1 foot a creature moves through the wall, it must spend 5 feet of movement.

Furthermore, the first time a creature enters the wall on a turn or ends its turn there, the creature must make a Dexterity saving throw. It takes 7d10 slashing damage on a failed save, or half as much damage on a successful one.

In addition, the first time a creature enters the wall on a turn or ends its turn there, the creature must make a Constitution saving throw. It takes 1d10 piercing damage for blood drain, and the hit points are transferred to the spellcaster as temporary hit points.

At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, both types of damage increase by 1d10 for each slot level above 6th.

Components. Staff of the Woodlands (not consumed), Flower of Vampire Rose, Plant Growth (spell).