Does the blindness inflicted by wall of light end when concentration on the spell does?

The wall of light spell states

When the wall appears, each creature in its area must make a Constitution saving throw. On a failed save, a creature takes 4d8 radiant damage, and it is blinded for 1 minute.

Xanathar’s Guide to Everything, page 170

The spell duration is "Concentration, up to 10 minutes," so the durations are already different. Would this imply that the blinded condition it affects would continue even if the spellcaster ended the spell or were knocked unconscious?

Is a target pushed into a wall by a spell effect subject to collision damage?

Some spells can push the target X feet away (like thunderwave, which pushes 10 feet away on a failed save). I was wondering what happens if the target, while being pushed, encounters a wall or other rigid object. Does it take (bludgeoning) damage? To me it seems logical that it would: it is like falling, sudden force applied to a creature due to encountering resistance from an object.

I couldn’t find any rules about this in the Player’s Handbook nor online.

How can a BBEG deal with a Wall of Force and Sickening Radiance spell combo without trivializing it?

This question has already been asked in general form here, but was closed as too broad: "How to deal with broken combos?". I’m going to make an effort to make the scenario I’m asking about more specific to keep my question open.

The spell sickening radiance (XGtE, p. 164), cast just before a wall of force (through a readied action or something similar) can trap and kill many solo Big Bad Evil Guys (BBEGs), with just two casters. This combo is particularly lethal because of the levels of exhaustion the spell gives, but could work even with other persistent damage spells. Sickening radiance is a spell that creates a persistent area of effect for 10 minutes that deals radiant damage and gives exhaustion on failed saves.

The combo works like this: wall of force (WoF) caster readies their action, with the trigger "cast WoF on the BBEG when my friend casts sickening radiance (SR)". SR caster’s turn comes, and they cast SR, centered on the BBEG. WoF gets cast on the BBEG as a sphere, trapping the BBEG within the wall of force for 10 minutes while they get exhausted to death.

What actions can I, as a DM, take to make a fight with a BBEG not as trivial, while still rewarding the two spellcasters’ ingenuity?

I classify "rewarding the two spellcasters’ ingenuity" as at least forcing the BBEG to spend a limited resource to deal with the problem. So a BBEG having disintegrate is one option for what I can do, but giving the BBEG a teleport as an action (or legendary action) is not.

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Am I correct to assume, that an Echo Knight can’t use Manifest Echo, to create an echo on the inside of a spherical Wall of Force?

Here once more a classical Wall of Force blender question. I understand that spells can’t go through a spherical wall of force because of full cover, but does the same actually apply to class features like the echo knights: Manifest Echo?

You can use a bonus action to magically manifest an echo of yourself in an unoccupied space you can see within 15 feet of you.

If this is by RAW possible, I see that a DM would probably rule it differently I just want to know if there is an actual rule preventing this, also for the purposes of an Echo Knight potentially escapeing a Wall of Force or simmilar prison effects.

Does a monk with Unarmored movement still have to make strength checks to “run”/”climb” a wall?

If a Level 9 (or higher) monk, with the Unarmored Movement feature, wanted to climb a 1000-ft sheer cliff, would they have to make strength checks every turn to see if they continue climbing, fall, or stay where they are? Or would they just keep going without making checks?

(Related question.)

How to give node sillouhette when behind wall

I am working on a boss-rush fps game. I want it to be like the eye of cthulu fight from terraria, with the enemy flying towards you and then turning around to try again if it misses. However, in order for that to work, the enemy must be visible when they are under the ground. How could I accomplish this? I took this image from a post about a similar question, but for Unity, not Godot.

Should a Bugbear PC take damage when holding an enemy on the other side of a Wall of Fire with Grapple?

Bugbears have long arms, allowing them to grapple enemies 10 ft. away.

The Bugbear’s square is not in the effect range of the Wall of Fire. However, about 5 ft. worth of one of the Bugbear’s hands is supposedly in a square that is.

Mechanically, should the Bugbear take damage? If so, simulationally, how do we reconcile that such a small fraction of the player being in the square and taking just as much damage as a character residing fully in the area of effect?

Does Wall of Fire hurt people inside a Leomund’s Tiny Hut?

Leomund’s Tiny Hut says

Creatures and objects⁠ within the dome when you cast this spell can move through it freely. All other creatures and objects⁠ are barred from passing through it. Spells and other magical Effects can’t extend through the dome or be cast through it. The Atmosphere inside the space is comfortable and dry, regardless of the weather outside.

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.

Does Tiny Hut negate the magical heat or Wall of Fire cook the adventurer?