Wall of Fire

Wall of Fire creates an opaque barrier that burns creatures crossing it or standing near its dangerous side. Use it to split a corridor, screen a retreat or block a bridge. Damage, wall size and saving throws differ between editions.
Wall of Fire at a Glance
| D&D 2024 and 2014 | 4th-level Evocation; one Action; 120 feet; Concentration up to 1 minute; 5d8 Fire damage and a Dexterity save when the wall first appears |
|---|---|
| Pathfinder 1e and D&D 3.5e | Evocation [fire]; standard action; medium range; Concentration plus 1 round per caster level; heat radiates on one side, and crossing burns creatures directly |
| Cleric access | The spell is not on the general fifth-edition Cleric spell list; a subclass such as Light Domain can explicitly grant it |
Spell Rules by Edition
Wall of Fire — D&D 2024
4th-level Evocation. Casting time: Action. Range: 120 feet. Components: V, S and M (a piece of charcoal). Duration: Concentration, up to 1 minute. Druid, Sorcerer and Wizard; other classes only through explicit features or subclass spell lists.
You can place an opaque wall on solid ground as a straight barrier up to 60 feet long, 20 feet high and 1 foot thick, or as a ring up to 20 feet across. Creatures caught in its space on creation make a Dexterity saving throw, taking 5d8 Fire damage on failure or half on success. Select which side of the wall radiates damaging heat. Creatures that finish their turn within 10 feet of that side or inside the wall, or that first enter the wall during a turn, take 5d8 Fire damage. The other side does not radiate heat.
A spell slot above 4th increases that damage by 1d8 per additional slot level. Use the 2024 spell’s own conditions and save timing rather than 3.5e heat bands.
Wall of Fire — D&D 2014
4th-level Evocation. Casting time: one Action. Range: 120 feet. Components: V, S and M (a small piece of phosphorus). Duration: Concentration, up to 1 minute. Common class spell lists: Druid, Sorcerer and Wizard. The 2014 Light Domain grants it as a domain spell.
The wall may be a 60-foot-long straight curtain or a circular barrier 20 feet in diameter, with height up to 20 feet. When it forms, creatures occupying the wall’s space make a Dexterity save against the initial 5d8 fire damage, halving that damage on success. Choose one side to radiate 5d8 damage into a 10-foot band; a creature also suffers the damage when it enters the wall for the first time on a turn or finishes its turn there. The other side is not heated.
For a slot above 4th, increase the spell’s damage by 1d8 for each slot level higher. The major listed material-component distinction from 2024 is phosphorus rather than charcoal.
Wall of Fire — Pathfinder 1e
Published Pathfinder 1e Evocation [fire]. Druid 5, Sorcerer/Wizard 4. Standard action; V, S, M/DF (a piece of phosphorus); medium range (100 feet plus 10 feet per caster level); duration Concentration plus 1 round per caster level, no saving throw; spell resistance applies.
A wall or ring grows with caster level (up to 20 feet of length per level, or ring radius up to 5 feet per two levels) and rises up to 20 feet. One side radiates 2d4 fire damage within 10 feet, or 1d4 beyond that up to 20 feet. Passage through the wall inflicts 2d6 + caster level fire damage (maximum +20); Undead take double the listed fire damage. Heat also applies on creation and each of your turns. Sufficient cold damage can extinguish an affected section.
These are not fifth-edition 5d8/Dexterity-save rules. Consult the Pathfinder Core Rulebook text for fine details.
Wall of Fire — D&D 3.5e
An immobile, blazing curtain of shimmering violet fire springs into existence.
This material is Open Game Content, and is licensed for public use under the terms of the Open Game License v1.0a.
Evocation [Fire]
Level Druid 5, Fire 4, Sorcerer/Wizard 4
Components V, S, M/DF
Casting Time 1 standard action
Range Medium (100 ft. + 10 ft./level)
Effect Opaque sheet of flame up to 20 ft. long/level or a ring of fire with a radius of up to 5 ft. per two levels; either form 20 ft. high
Duration Concentration + 1 round/level
Saving Throw None
Spell Resistance Yes
One side of the wall, selected by you, sends forth waves of heat, dealing 2d4 points of fire damage to creatures within 10 feet and 1d4 points of fire damage to those past 10 feet but within 20 feet. The wall deals this damage when it appears and on your turn each round to all creatures in the area. In addition, the wall deals 2d6 points of fire damage +1 point of fire damage per caster level (maximum +20) to any creature passing through it. The wall deals double damage to undead creatures.
If you evoke the wall so that it appears where creatures are, each creature takes damage as if passing through the wall. If any 5-foot length of wall takes 20 points of cold damage or more in 1 round, that length goes out. (Do not divide cold damage by 4, as normal for objects.)
Wall of fire can be made permanent with a permanency spell. A permanent wall of fire that is extinguished by cold damage becomes inactive for 10 minutes, then reforms at normal strength.
Arcane Material Component A small piece of phosphorus.
D&D 3.5e SRD. Open Game Content under the Open Game License v1.0a.
What Changes Between Editions?
In modern D&D the wall is a fixed-sized battlefield obstruction with a Dexterity save against damage at creation and repeated damage from a dangerous side. In Pathfinder and 3.5e, the wall scales with caster level and radiates two heat bands; passing through it causes a separate fire burst, with particular danger to Undead. Choosing which system applies before initiative avoids accidental overpowered combinations.
In a Campaign
Use the wall to split a corridor, cover a retreat or force a choice at a bridge. A referee should mark the dangerous side clearly, ask whether a creature enters or merely ends its turn near the barrier, and remember the spell blocks sight. Burning away a barricade does not make the wall itself mobile.
Related: Light Domain · Sun Domain · Scorching Ray.
Sources and Licensing
D&D 2024 Basic Rules · D&D 2014 Basic Rules · Pathfinder 1e · 3.5e SRD.
The fifth-edition summaries include material from System Reference Documents 5.2.1 and 5.1 by Wizards of the Coast LLC, available from the official SRD resource, under CC BY 4.0. The summaries are reformatted and paraphrased. Pathfinder and 3.5e mechanics are Open Game Content under the Open Game License v1.0a. Artwork and original setting prose are excluded from that designation.
Open Game License v1.0a and copyright notices
OPEN GAME LICENSE Version 1.0a
The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved.
1. Definitions: (a) “Contributors” means the copyright and/or trademark owners who have contributed Open Game Content; (b) “Derivative Material” means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) “Distribute” means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d) “Open Game Content” means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) “Product Identity” means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) “Trademark” means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) “Use”, “Used” or “Using” means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) “You” or “Your” means the licensee in terms of this agreement.
2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License.
3. Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License.
4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the Open Game Content.
5. Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License.
6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder’s name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute.
7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity.
8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content.
9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License.
10. Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute.
11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so.
12. Inability to Comply: If it is impossible for You to comply with some or all of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected.
13. Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License.
14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable.
15. COPYRIGHT NOTICE
Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on original material by E. Gary Gygax and Dave Arneson.
Pathfinder Roleplaying Game Core Rulebook. Copyright 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
The Hypertext d20 SRD Copyright 2004, Jans W Carton; transferred to BoLS Interactive, 2016.
Keep this reference growing
If this page helped with your reading or game, you can support its upkeep or explore the curated books.
Explore the Bookshop — epics, classics and stories behind imagined worlds.
