Can two mages cast Wall of Fire in the same place?

I’ve been playing D&D for a long time but I’ve never encountered this situation until now. If a party has a wizard and a sorceress who both know Wall of Fire, can they cast it in the same place? Say most of the enemies are standing in a big conga line and it’s clearly one of the best spells to take them out. The mages happen to come one after the other in the turn order.

The description of Wall of Fire says:

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 of 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 of the wall deals no damage.

Do the enemies standing in the area of effect take damage from each of the spells when they are cast? If they end their turn in the double fire wall, do they take 5d8 damage from each caster? For instant spells like Acid Splash it makes sense to me that the damage is applied with each cast, even if it is the same type. But if it’s a continuous area of effect like Cloud of Daggers (PHB, p. 222), do the damages stack?

How does Wall of Force interact with objects?

Wall of Force discusses what happens when it goes through a creature’s space:

If the wall cuts through a creature’s space when it appears, the creature is pushed to one side of the wall (your choice which side).

…and I assume similar logic can be applied to small/medium sized objects such as chairs that can be moved.

But what about objects that are not a creature, or a single creature, and aren’t particularly mobile?

For example:

a) An enemy is hanging from a rope. Mage casts a horizontal Wall of Force that "cuts" through the rope.

b) A Chain Devil has grappled the fighter from 10′ away with its Chain attack that has 10′ reach. Mage casts Wall of Force between them as part of a hemisphere, hoping to cut the chain and trap the devil.

If the object was a stone wall, I think most would agree that the stone wall stops the Wall of Force as the panels wouldn’t be contiguous or the sphere wouldn’t be able to expand in a direct line from its point of origin.

Does something as thing as a rope or chain have a similar effect?

Could the area of a Wall of Force be greatly reduced just by having streamers hanging from the ceiling, or standing in a forest with a bunch of tall trees?

How to prepare my party to reasonable be able to bring down a prismatic wall?


Background

In my campaign I have a villain who uses misdirection and avoidance as their main combat methods. As last resort when the party confronts them in their lair it would be appropriate for them to use Prismatic Wall to prevent the party from killing or capturing them.

Prismatic Wall requires 7 different, very specific, spells in a specific order to remove. Namely; Cone of Cold, Gust of Wind, Disintegrate, Passwall, Magic Missile, Daylight, and Dispel Magic.

This enemy is clever but arrogant, they will likely cast this spell toward the end of a drawn out battle meaning the party may already be down on resources. Without warning they might need to defeat a Prismatic Wall the party may expend the required resources before it appears.

Party Details

In my party I have:

  • A Half-Elf Wizard
  • A Human Druid
  • A Gnome Oracle
  • A Halfling Bard
  • A Half-Orc Paladin.

The party is currently 9th level and they will likely confront this enemy some time between 12th and 14th level depending on how direct their approach is.

The party is equipped slightly below normal for their level due to some decisions made to this point in the campaign. None of their current items will be a particular benefit in this task.

The Problem

I would like my party to have a reasonable chance of actually being able to bring down this wall. If I just throw it at them the chance of this is basically 0. This is the first campaign for all of my players and they have never encounter anything like this before.

Between the various spellcasters in the party they already have access to 5 out of the 7 required spells. Disintegrate and Passwall being the exceptions. I can easily provide them access to the others between now and the confrontation. However, the party does not always prepare these specific spells and may not have them available when required.

How can I, as DM, prepare my players to defeat a Prismatic Wall spell, without explicitly telling them it is coming?

I will likely need to provide them both with information on how to defeat it and provide some resources to help them do so. I am willing to provide help in the form of items, lore dumps from NPCs and potentially NPC allies, though I prefer not to have NPC perform critical actions in place of the players.

What are the permitted shapes of a Wall of Fire?

The text of the Wall of Fire spell is found on page 285 of my printing of the Fifth Edition Player’s Handbook. The following is all the text states regarding how the wall is shaped:

[…] 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.

I believe there are two reasonable readings of this text:

  1. The wall is an arbitrary shape whose length does not exceed 60 feet. As a special case, if the shape is a ring, its length is instead the circumference of a circle whose diameter is 20 feet (in other words, treat pi as 3 for the sake of simplicity).
  2. The wall has exactly two permitted shapes: a straight line up to 60 feet long, and a circle 20 feet in diameter.

I haven’t been able to find any additional clarification from official sources indicating which reading is intended, but I have found plenty of evidence indicating that different people are using both of these interpretations in play, citing indicative but not conclusive evidence outside the spell text. What is the official intended reading for this spell?

Dungeon Crasher vs Wall of Chains/Bones

The life of a dungeoncrasher is hard, especially if your dm has ruled that you can’t (or you see as too easy to) crash against the floor. Sometimes, you find yourself in an endless plain and need walls on demand.

Depending on if 3.0 is on the table, the lowest level wall spells (the tiny and melee Blockade notwithstanding) are Wall of Chains and Wall of Bones, both of which can be crossed with a full round action and/or checks, but not without them.

The question is, does this make these walls solid enough for dungeoncrasher? Which is, I suppose, synonymous to, do they block forced movement?

Is Wall of Stone suppressed by Antimagic Field?

I noticed that the Wall of Stone spell includes this interesting tidbit in its first sentence (emphasized in bold):

A nonmagical wall of solid stone springs into existence at a point you choose within range.

The remainder of the spell mainly deals with how the wall can be shaped, and what happens to trapped creatures. The other relevant bit is the last paragraph:

If you maintain your concentration on this spell for its whole duration, the wall becomes permanent and can’t be dispelled. Otherwise, the wall disappears when the spell ends.

So, the wall of stone is nonmagical, but the spell can be dispelled, which causes the wall to disappear. So, is the wall magic or not? What happens if another wizard casts Antimagic Field around the wall? Will it suppress the spell within the region? And if so, what does that mean for the "nonmagical" wall created and maintained by the non-nonmagical spell?

And even though I’m pretty sure I know the answer for this one, I’ll ask it for the sake of completeness: what effect does Antimagic Field have on a wall of stone that has already been made permanent by concentrating on it for the full duration of the spell?

What is the widest gap that can be spanned by Wall of Stone?

One of the features of the Wall of Stone spell is to bridge a gap (emphasis added):

A nonmagical wall of solid stone springs into existence at a point you choose within range. The wall is 6 inches thick and is composed of ten 10-foot-by-10-foot panels. Each panel must be contiguous with at least one other panel. Alternatively, you can create 10-foot-by-20-foot panels that are only 3 inches thick.

[…]

The wall can have any shape you desire, though it can’t occupy the same space as a creature or object. The wall doesn’t need to be vertical or rest on any firm foundation. It must, however, merge with and be solidly supported by existing stone. Thus, you can use this spell to bridge a chasm or create a ramp.

If you create a span greater than 20 feet in length, you must halve the size of each panel to create supports. You can crudely shape the wall to create crenelations, battlements, and so on.

So, I want to bridge the longest possible gap using this spell. Obviously I will choose to use 10-foot-by-20-foot panels, connected lengthwise. However, I will need to "halve the size of each panel to create supports". So, do I end up with 10-foot-by-10-foot panels (for a total reach of 100 feet), or 5-foot-by-20-foot panels (for a narrower bridge reaching 200 feet)? Or something else? What is the longest gap I can bridge with these panels?

Ringed Wall of Fire: How does the damage sequence go?

When casting WoF, you can cast it as a ring, and designate the inside of the ring to be the damage side (thus, everyone inside must save or take 5d8 at the time of casting). The spell then says

“A creature takes the same damage when it enters the wall for the first time on a turn or ends its turn there.”

So, by making a ring-shaped wall, are the creatures inside forced to save again on their turn (because they either ended within 2 squares of the damaging side, or they entered the wall’s space)?

Creating a SoP Energy Wall in a straight line

Using the Spheres of Power rules, the destruction sphere has a talent called Energy Wall

You may spend a spell point to shape your destructive blast into either a wall up to 20 ft. per caster level or a hemisphere with a radius up to 5 ft. per 2 caster levels (minimum: 5 ft). This wall extends up to 20 ft. high and lasts for 1 round per caster level. The wall does not block line of effect, line of sight, projectiles, or thrown objects.

Creatures passing through your wall suffer your destructive blast’s damage and effects as normal. Creatures standing in the wall’s space when it is created are allowed a Reflex save to avoid damage.

I have the following questions:

  • Does the wall have to be created in a straight line (if not using the hemisphere version)?
  • If the wall is a straight line, say down a 5 foot wide corridor, would someone traveling down the corridor take damage each square of movement?

Wall jump without returning to wall

In my 2D Platformer character controller that has both a wall jump and a double jump ability, how would I approach implementing a feature that stops the player from returning to the wall they initiated a wall jump from, while still making sure my controls feel responsive? (like they did in Celeste)

So far, I have got a timer that starts when the player initiates the wall jump and stops the player from moving until the timer is over. I’m already not too happy with that approach because it leads to this moment where it feels like player input is basically ignored.

Now in addition, I realised that after the timer is over, while just pressing left won’t be enough to return (to a higher part of) the wall, simply doing a second jump will enable the player to easily make their way up the wall.