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    Quick Answer

    Wall of Force is a 5th-level evocation spell for Wizards. You create an invisible wall within 120 feet for up to 10 minutes (concentration). It can be a flat surface of up to ten 10-by-10-foot panels, or a dome or sphere with a radius of up to 10 feet. Nothing can physically pass through it, it is immune to all damage, and Dispel Magic can't remove it. There is no saving throw. Disintegrate destroys it.

    Overview

    Wall of Force has no attack roll, no saving throw, and no hit points to grind down. It stays until your concentration ends, ten minutes pass, or someone casts Disintegrate. That gives it three main uses.

    • •Splitting a fight. A line of panels cuts a room in half, and you finish one half first.
    • •Trapping one creature. A sphere holds a single enemy with no save. Legendary Resistance only turns a failed save into a success, so it does nothing here.
    • •Protection. A dome over your party stops arrows, charges, and anything else that has to physically travel. The wall is invisible, so it doesn't block sight.

    The cost is concentration on a 5th-level slot, and you can't attack or target spells through the wall either.

    Stat Block

    PropertyValue
    Level5
    SchoolEvocation
    Casting Time1 action
    Range120 feet
    ComponentsV, S, M
    MaterialA pinch of powder made by crushing a clear gemstone
    DurationUp to 10 minutes
    ConcentrationYes
    RitualNo
    Save/AttackNone
    ClassesWizard

    When NOT to Use This

    • •The enemy can cast Disintegrate. The 2014 lich has it prepared.
    • •You need to hit the trapped creature yourself. Nothing physical goes through the wall from either side.
    • •The fight is already nearly won.
    • •Your concentration is already holding something more important.

    Spell Slot Efficiency

    MetricAssessment
    Slot EfficiencyExcellent. One action can remove a boss or half an encounter for up to 10 minutes.
    Action EconomyOne action, no save, and nothing for the enemy to roll against.
    Opportunity CostConcentration, and a 5th-level slot that could have been Banishment upcast or a damage spell.

    When worth the slot: Split encounters, a dangerous single enemy you want out of the fight, or protecting the party from a ranged volley.

    Upcasting

    Wall of Force has no higher-level effect in either edition. The size, duration, and properties are the same in a 9th-level slot.

    Pro Tips

    Tip #1: Trap with a sphere, not a save spell.

    Why it works: If the wall "cuts through a creature's space when it appears," you choose which side the creature ends up on. A creature fully inside the sphere's footprint is simply inside. Either way, there is no save. A Large creature's 10-foot space fits inside a 10-foot-radius sphere.

    This avoids the mistake of: Casting Banishment or Hold Monster at a boss with a big save bonus and Legendary Resistance.

    Tip #2: Split the room, then fight half.

    Why it works: Ten 10-foot panels can make a 100-foot-long wall 10 feet high, or a shorter, taller wall. Each panel has to touch another one. Draw the line so the dangerous half of the enemies is on the far side.

    This avoids the mistake of: Fighting six enemies at once when you could fight three, then three.

    Tip #3: Use it as a floor or a roof.

    Why it works: The wall can be "a horizontal or vertical barrier or at an angle," and it can be "free floating." A horizontal wall is a bridge over a chasm or a lid over a pit. A floating roof stops flyers from diving at the party.

    This avoids the mistake of: Thinking it only blocks corridors.

    Tip #4: Remember the Ethereal Plane.

    Why it works: The wall "extends into the Ethereal Plane, blocking ethereal travel through the wall." A phase spider that shifts to the Ethereal Plane is still on the inside of the sphere. Spells that move a creature through the Ethereal Plane, such as Blink, run into the same barrier while the creature is ethereal.

    This avoids the mistake of: Trapping a phase spider and assuming it will jaunt out.

    Common Mistakes to Avoid

    Trying to Dispel it

    Why it's bad: The text says it "can't be dispelled by Dispel Magic." Every slot spent on Dispel Magic here is wasted.

    Do this instead: Use Disintegrate, break the caster's concentration, or wait out the 10 minutes.

    Attacking the wall

    Why it's bad: It is "immune to all damage." No amount of damage breaks it.

    Do this instead: Go around it, over it, or after the caster.

    Expecting to attack the trapped creature

    Why it's bad: "Nothing can physically pass through the wall." Your party's arrows, swords, and thrown weapons stop at the wall too.

    Do this instead: Use the time to kill everything else. Then drop the wall when your party is ready for the trapped creature.

    Assuming Disintegrate only cuts a hole

    Why it's bad: Disintegrate's general rule is that it destroys a Large or smaller "creation of magical force" outright and only "a 10-foot-cube portion" of a Huge or larger one. Wall of Force has its own, narrower line: "A disintegrate spell destroys the wall instantly, however." That sentence addresses exactly this pairing, so it is the more specific rule, and the 2024 SRD states that when a specific exception and a general rule disagree, "the exception wins." A Disintegrate that hits the wall removes all of it, panels and all.

    Do this instead: Treat one Disintegrate as the end of the wall, whatever its shape.

    Usage Tips

    • •Worked example (no save): A DC 17 caster casts Banishment on a blue dragon (young, Large). Its 2014 Charisma save is +7, so it needs a 10 and succeeds 55% of the time. The 2024 young blue dragon has a +3 Charisma save, so it needs a 14 and succeeds 35% of the time. A Wall of Force sphere around the same dragon has no save at all. The dragon's 10-foot space fits inside the sphere.
    • •Worked example (Legendary Resistance): A creature with Legendary Resistance can "choose to succeed" after it fails a save. Wall of Force never asks for a save, so the lich's Legendary Resistance can't touch it. The 2014 lich still has Disintegrate prepared and can cut its way out.
    • •Wall size: Ten 10-by-10 panels cover 1,000 square feet. That is a 100-foot line, a 50-by-20-foot wall, or a 10-by-10 box with a lid and floor using six panels.
    • •Archmage threat: The 2014 archmage has Wall of Force prepared (the 2024 archmage doesn't). Expect it to split your party.
    • •Concentration: Damage forces a Constitution save to keep the wall. See the concentration rules.
    • •Related guides: Disintegrate for breaking the wall. Browse the spell guide index.

    Rules Notes

    These are the 2014 rules. The 2024 changes are in their own section below.

    • •An invisible wall appears at a point within 120 feet, in any orientation, free floating or resting on a surface.
    • •Shapes: a hemispherical dome or sphere with a radius of up to 10 feet, or a flat surface of ten contiguous 10-by-10-foot panels. Always 1/4 inch thick.
    • •A creature whose space the wall cuts through is pushed to one side of it, your choice.
    • •Nothing can physically pass through. Immune to all damage. Dispel Magic can't dispel it. Disintegrate destroys it.
    • •It extends into the Ethereal Plane and blocks ethereal travel.
    • •Teleportation (2014): The text blocks physical passage and ethereal travel but doesn't mention teleportation, and the 2014 rules don't define teleporting. Whether Misty Step or Dimension Door can carry a creature out of the sphere is a DM ruling, not rules text. The 2024 glossary settles it; see the 2024 section.
    • •Spells through the wall: The Spellcasting chapter's "A Clear Path to the Target" rule says that to target something "you must have a clear path to it, so it can't be behind total cover." A wall that nothing can physically pass through blocks that path, and the 2014 cover rules list walls among the obstacles that provide cover. So a spell that targets a creature can't be cast at it through the wall, in either edition. Area effects stop at it too: an area spreads only along unblocked lines, and an obstruction providing total cover blocks those lines. Because the wall is invisible, line of sight is not the issue; the path is.
    • •Huge and bigger creatures: A 10-foot-radius sphere is 20 feet across. A Huge creature's 15-by-15-foot space and a Gargantuan creature's 20-by-20-foot or larger space don't fit neatly inside it on a grid. The spell lets you push a creature to one side of the wall, but the text doesn't say what happens if it can't fit on the side you choose. That is a DM ruling, not rules text.

    Synergies

    • •Damage spells on the near side: Wall half the enemies off, then hit the other half with Cone of Cold or Fireball.

    Anti-Patterns

    • •Trapping the enemy the party wanted to kill first.
    • •Casting a dome over your own party in a fight you need to win quickly.

    Tactical Modules

    • •Boss removal: Sphere the boss, kill the minions, then drop the wall on your terms.
    • •Choke the reinforcements: Seal the doorway the enemy reinforcements will come through.
    • •Rescue: Dome a downed ally together with the cleric standing next to them, so the cleric heals while enemies can't reach either.

    Countermeasures

    • •Threat: An enemy wizard traps your fighter in a sphere. Response: Break the wizard's concentration with ranged attacks or spells. Fallback: Disintegrate the wall.
    • •Threat: An enemy splits your party with a panel wall. Response: Walk around the edge. Ten panels have limits. Fallback: Fight the side you are on and wait for the wall to drop.

    Wall of Force in the 2024 Rules

    The 2024 version is nearly identical. It is still a 5th-level evocation spell for Wizards, with a 120-foot range and up to 10 minutes of concentration.

    • •Material: "a shard of glass" instead of crushed clear gemstone powder.
    • •Shape name: "globe" instead of "sphere." The radius is still up to 10 feet.
    • •Unchanged: Immune to all damage, Dispel Magic can't remove it, Disintegrate destroys it "instantly," and it blocks ethereal travel. The 2024 Disintegrate still names the wall as a target and keeps its general 10-foot-cube clause for Huge or larger creations of force; the wall's own line is still the more specific one.

    The 2024 rules glossary defines teleportation: you "disappear and reappear elsewhere instantly, without moving through the intervening space." Nothing passes through the wall, so under 2024 rules a creature can teleport out of a sphere to a space it can see, and the invisible wall doesn't block sight. Misty Step works, and so does the 2024 lich's Deathly Teleport.

    The 2024 stat blocks also change who uses it. The 2024 lich no longer has Disintegrate, but its teleports make it a poor target for a sphere. The 2024 phase spider's Ethereal Jaunt is a bonus action that "teleports" it to the Ethereal Plane, and the wall still blocks ethereal travel through it.

    Frequently Asked Questions

    What does Wall of Force do in 5e?

    It creates an invisible wall, dome, or sphere within 120 feet for up to 10 minutes (concentration). Nothing can physically pass through it. It is immune to all damage, Dispel Magic can't remove it, and Disintegrate destroys it.

    Does Wall of Force have a saving throw?

    No. If the wall appears through a creature's space, you choose which side it ends up on. There is nothing for the creature to roll.

    Can you see through Wall of Force?

    Yes. The wall is invisible, so creatures on both sides can see each other.

    Can Dispel Magic remove Wall of Force?

    No. The spell says it can't be dispelled by Dispel Magic. Disintegrate destroys the whole wall, and ending the caster's concentration ends it.

    Can you trap a creature with Wall of Force?

    Yes. A sphere or dome with a radius of up to 10 feet around a creature traps it with no save. A Large creature fits easily. The trapped creature can't target you with spells through the wall, because targeting needs a clear path. In 2024 it can still teleport out to a space it can see.

    Can you teleport through Wall of Force?

    In 2024, yes. The rules glossary says teleporting doesn't move you through the intervening space, so a creature can teleport to a space it can see on the other side. In 2014 the spell and the rules are silent, so it is a DM ruling, not rules text.

    How big can Wall of Force be?

    Up to ten 10-by-10-foot panels, each touching another, or a dome or sphere with a radius of up to 10 feet. In every shape it is 1/4 inch thick.

    Who can cast Wall of Force in 5e?

    Wizards, in both the 2014 and 2024 rules.


    Citations: SRD 5.1 (2014 rules), SRD 5.2.1 (2024 rules)

    Includes material from the System Reference Document 5.1 and 5.2.1 by Wizards of the Coast LLC, licensed under CC BY 4.0.

    This page includes material from the System Reference Document 5.1 and 5.2.1 by Wizards of the Coast LLC, available under the Creative Commons Attribution 4.0 International License. Loreify is not affiliated with Wizards of the Coast.

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