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Wall of Fire

Evocation
Level: 4th-level
Casting Time: 1 action
Range: 120 feet
Duration: Up to 1 minute
Components: V, S, M
Materials: A small piece of phosphorus.

You create a wall of fire on a solid surface within range. 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 takes 5d8 fire damage, or half as much damage on a successful save. One side of the wall, selected by you when you cast this spell, deals 5d8 fire damage to each creature that ends its turn within 10 feet o f that side or inside the wall. A creature takes the same damage when it enters the wall for the first time on a turn or ends its turn there. The other side o f the wall deals no damage. The other side of the wall deals no damage.

At Higher Levels: When you cast this spell using a level spell slot 5 or more, the damage of the spell increases by 1d8 for each level of higher spell slot to 4.

Concentration

Spell Details

School: Evocation
Level: 4
Ritual: No
Concentration: Yes
Classes: Cleric, Druid, Sorcerer, Warlock, Wizard
A-Tier Wall of Fire is a versatile control spell that deals consistent damage, blocks vision, and creates difficult terrain, making it excellent for both offense and defense.

Player Guide

Position the wall to divide the battlefield and funnel enemies into choke points, forcing them to either take damage crossing it or waste turns finding alternate routes. Use the wall's opacity to block enemy sightlines and protect allies from ranged attacks while your melee combatants control one side. Consider the ringed formation to trap enemies inside with your party or create a protective perimeter around your backline casters. Remember that creatures take damage when they enter the wall's space for the first time or start their turn there, so strategic placement maximizes hits on mobile enemies.

DM Tips

Clarify with players whether creatures must pass completely through the wall to take damage or if partial overlap counts—most interpretations require entering the wall's space. Remind players the wall is only 1 foot thick, so tall creatures might squeeze over it and small creatures might slip under gaps depending on your rulings.