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Playing Dead

Wall of Bones

6-level Conjuration

Casting Time: 1 action
Range/Area: 90 feet
Components: V, S, M
Materials: a handful of small bones
Duration: Concentration, up to 10 minutes
You conjure a nonmagical wall of writhing and moving bones into existence at a point you choose within range. The wall is 6 inches thick and is composed of ten 10-foot-by-10-foot sections of bone. Each section must be contiguous with at least one other panel. Alternatively, you can create 10-foot-by- 20-foot sections that are only 3 inches thick.   If the wall cuts through a creature’s space when it appears, the creature is pushed to one side of the wall (your choice). If a creature would be surrounded on all sides by the wall (or the wall and another solid surface), that creature can make a Dexterity saving throw. On a successful save, it can use its reaction to move up to its speed so that it is no longer enclosed by the wall.   The wall can have any shape you desire, though it can’t occupy the same space as a creature or object. The wall doesn’t need to be vertical or resting on any firm foundation. It must, however, merge with and be solidly supported by existing ground. Thus, you can use this spell to bridge a chasm or create a ramp. If you create a span greater than 20 feet in length, you must halve the size of each section to create supports. You can crudely shape the wall to create ramparts, battlements, and so on.   The wall is an object made of bones that can be damaged and thus breached. Each section has AC 14 and 30 hit points per inch of thickness. Reducing a panel to 0 hit points destroys it, and might cause connected panels to tear from each other at the DM’s discretion.   Whenever a creature begins its turn or moves within 10 feet of the outer part of the wall, the creature must make a Strength saving throw. On a failed save, skeletal arms and skulls connected to elongated spines on the side of the wall grab the creature, and the creature is restrained. A creature can use its action to repeat the saving throw, breaking free and ending the effect on a success.   While a creature is restrained, you can use your bonus action to cause the skeletal arms or skulls in the wall to hit or bite the creature, dealing 6d8 bludgeoning or piercing damage respectively. You can also use an action to have both the arms and skulls attack the creature while restrained , dealing 5d8 bludgeoning and 5d8 piercing damage.   If a creature with bones dies from an attack by the wall, that creature’s body and bones are absorbed and added into that section of the wall, and the wall regains 10 hit points.   If you maintain your concentration on this spell for its whole duration, the wall becomes permanent and can’t be dispelled. Otherwise, the wall disappears when the spell ends.
Available for: Druid, Necromancer, Wizard

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