Wall of Serpents

6th-level conjuration

Casting Time:1 action

Range:120 feet

Components:V, S, M (a handful of scales from a constrictor snake and a poisonous snake)

Duration:Concentration, up to 10 minutes

You create an immobile wall of poisonous, biting, and constricting snakes. 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 five feet thick or a circle that has a 20-foot diameter and is up to 20 feet high and five feet thick. The wall blocks line of sight. You and any creatures you designate are immune to the wall and may pass through it without harm.

When the wall appears, each creature within five feet of the wall must make a Dexterity saving throw. In addition, any creature that comes within five feet of the wall or starts its turn within five feet of the wall during the duration of the spell must also make a Dexterity saving throw. On a failed save, the creature is grappled by the constrictor snakes, pulled into the wall, and takes 3d8 piercing damage plus 3d8 poison damage and must make a successful Constitution saving throw or be poisoned until the end of its next turn. On a successful Dexterity saving throw, the creature takes half as much damage, and is not grappled or poisoned.

A creature can attempt to move through the wall. For every one foot a creature moves through the wall, it must spend four 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 at disadvantage. On a failed save, the creature is grappled by the constrictor snakes and held within the wall, and takes 3d8 piercing damage plus 3d8 poison damage and must make a successful Constitution saving throw or be poisoned until the end of its next turn. On a successful Dexterity saving throw, the creature takes half as much damage, and is not grappled or poisoned.

A creature grappled by the wall of serpents can use its action to make a Strength check against your spell save DC. If it succeeds, it is no longer grappled and emerges on the side of the wall on which it entered. If it fails, or if the creature does not attempt to break the grapple, it takes 3d8 piercing damage plus 3d8 poison damage at the end of its turn, and must make a successful Constitution saving throw or be poisoned until the end of its next turn.

The wall has AC 12, and if 50 hit points or more are done in a round to a 10-foot section of the wall, a gap is created in the wall until the end of your next turn (when the serpents fill in the gap).

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