You create a wall of fire on a solid surface within range. 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. The wall is opaque and lasts for the duration.
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.
At higher levels
When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.
How Wall of Fire plays
You raise a wall of flame on a solid surface within 120 feet: a straight wall up to 60 feet long, 20 feet high and 1 foot thick, or a ring up to 20 feet across. Anyone in its space when it appears makes a Dexterity save, taking 5d8 fire damage, 22 or 23 on average, or half on a success. It lasts up to a minute with concentration.
You choose one side to be the hot side. Every creature that ends its turn within 10 feet of that side, or inside the wall, takes 5d8 fire damage, and so does a creature that enters the wall for the first time on a turn. The other side is harmless. The wall is opaque, so it also blocks line of sight.
When to pick Wall of Fire
Druids, sorcerers and wizards at 7th level who want to shape a battlefield. It splits enemy groups, blocks archers’ view and punishes anyone who stays near it.
The ring trap. Put a 20-foot ring around a group of enemies with the hot side facing in. Every space inside is within 10 feet of the wall, so they burn at the end of each turn unless they walk out through the flames, which burns them too.
The line. Face the hot side toward enemies in a corridor or at a choke point. Anyone who charges through takes the damage on the way.
Common questions
Which side of Wall of Fire does damage?
The side you choose when you cast it. Creatures that end their turn within 10 feet of that side, or inside the wall, take 5d8 fire. The other side deals no damage.
Is there a saving throw for the ongoing damage?
The Dexterity save only applies when the wall appears. For the damage from ending a turn near the hot side or entering the wall, the text gives no save, so most tables roll 5d8 and apply it.
How often can a creature take damage from it?
When it enters the wall for the first time on a turn, and again when it ends its turn within 10 feet of the hot side or inside the wall. Walking through the wall and stopping next to it can mean both.
Can you see or shoot through Wall of Fire?
You can’t see through it; the wall is opaque. It isn’t solid, so creatures and missiles can pass through, but attackers on either side can’t see their targets.
How much damage does it do when upcast?
One more d8 per slot level above 4th, for both the initial damage and the ongoing damage.
The 2024 Player’s Handbook revised many spells, and the SRD 5.2 carries the new text. What changed from the 2014 version above:
Same level, casting time, range, components, duration and dice; the text is reworded for the 2024 rules glossary.
Casting time
Action
Range
120 feet
Components
V, S, M (a piece of charcoal)
Duration
Concentration, up to 1 minute
School
Evocation
Level
4
Classes
Druid, Sorcerer, Wizard
Tags
concentration
You create a wall of fire on a solid surface within range. 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. The wall is opaque and lasts for the duration.
When the wall appears, each creature in its area makes a Dexterity saving throw, taking 5d8 Fire damage on a failed save or half as much damage on a successful one.
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.
Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 4.
2024 version from the SRD 5.2. Most tables settle on one edition, so check which one yours uses.