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Initiation Time: 1 action
Range: 120 feet
Duration: Concentration, up to 1 minute

A wall of air rises at a point you choose within range. You can make the wall up to 200 feet long, 200 feet high, and 50 feet thick. The wall lasts for the duration.

When the wall appears, each creature within its area must make a Strength saving throw. On a failed save, a creature takes 4d10 bludgeoning damage, or half as much damage on a successful save.

At the start of each of your turns after the wall appears, the wall, along with any creatures in it, moves 50 feet away from you. Any Huge or smaller creature inside the wall or whose space the wall enters when it moves must succeed on a Strength saving throw or take 4d10 bludgeoning damage. A creature can take this damage only once per round. At the end of the turn, the wall's height is reduced by 50 feet, and the damage creatures take from the form on subsequent rounds is reduced by 1d10. When the wall reaches 0 feet in height, the form ends.

A creature caught in the wall can attempt to move, but it must make a successful Strength (Athletics) check against your ki save DC in order to do so. If it fails the check, it can't move. A creature that moves out of the area falls to the ground.