Wall
Creating a wall requires the same basic magic regardless of what type of wall you want to form. The caster needs to have material components for the type of wall they wish to create, some of those components will be consumed in the casting, and others can be reused a few times. You decide what wall you will be creating at the time of preparation/ memorization, some walls require more mana than others to create.
Effect
Wall Types
3 Mana:
Fog Wall: This creates an opaque wall of fog. The wall can be a pane of up to 6" width and 2" height, or a circle with 3" diameter and 2" height. The wall blocks vision and lasts until the caster ceases to concentrate on maintaining it. Material Component: a pinch of split dried peasWater Wall: You conjure up a wall of water on the ground at a point you can see within range. You can make the wall up to 30 feet long, 10 feet high, and 1 foot thick, or you can make a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall vanishes when the spell ends. The wall’s space is difficult terrain. Any ranged weapon attack that enters the wall’s space has disadvantage on the attack roll, and fire damage is halved if the fire effect passes through the wall to reach its target. Spells that deal cold damage that pass through the wall cause the area of the wall they pass through to freeze solid (at least a 5-foot square section is frozen). Each 5-foot-square frozen section has AC 5 and 15 hit points. Reducing a frozen section to 0 hit points destroys it. When a section is destroyed, the wall’s water doesn’t fill it. Material Component: a drop of water
Sand Wall: You conjure up a wall of swirling sand on the ground at a point you can see within range. You can make the wall up to 30 feet long, 10 feet high, and 10 feet thick, and it vanishes when the spell ends. It blocks line of sight but not movement. A creature is blinded while in the wall’s space and must spend 3 feet of movement for every 1 foot it moves there. Material Component: a handful of sand
10 Mana:
Bramble Wall: This is a tough, pliable, tangled brush with needle-sharp thorns as long as a person’s finger. Any creature pushed into or attempting to move through the thorns takes 25 points of damage per round of moment. -1 point for each point of creature’s AC, Dex and dodge do not count for this calculation. You can make the wall as thin as 5 feet thick and up to 10 feet per mana rank. Moving through the wall requires a strength check DC 20, success allows them to move 5 feet forward, or back. Normal fire cannot hurt the wall, but magical fire will burn it in 10 minutes. Material Component: a thorny stalkStone Wall: This spell creates a wall of rock that merges into adjoining rock surfaces. A wall of stone is 1 inch thick per four caster levels and composed of up to one 5-foot square per level. You can double the wall’s area by halving its thickness. The wall cannot be conjured so that it occupies the same space as a creature or another object. Unlike a wall of iron, you can create a wall of stone in almost any shape you desire. The wall created need not be vertical, nor rest upon any firm foundation; however, it must merge with and be solidly supported by existing stone. It can be used to bridge a chasm, for instance, or as a ramp. For this use, if the span is more than 20 feet, the wall must be arched and buttressed. This requirement reduces the spell’s area by half. The wall can be crudely shaped to allow crenellations, battlements, and so forth by likewise reducing the area. Like any other stone wall, this one can be destroyed by a disintegrate spell or by normal means such as breaking and chipping. Each 5-foot square of the wall has 15 hit points per inch of thickness and hardness 8. A section of wall whose hit points drop to 0 is breached. If a creature tries to break through the wall with a single attack, the DC for the Strength check is 20 + 2 per inch of thickness. It is possible, but difficult, to trap mobile opponents within or under a wall of stone, provided the wall is shaped so it can hold the creatures. Creatures can avoid entrapment with successful Reflex saves. Material Component: A small block of granite.
Iron Wall: You cause a flat, vertical iron wall to spring into being. The wall inserts itself into any surrounding nonliving material if its area is sufficient to do so. The wall cannot be conjured so that it occupies the same space as a creature or another object. It must always be a flat plane, though you can shape its edges to fit the available space. A wall of iron is 1 inch thick per four caster levels. You can double the wall’s area by halving its thickness. Each 5-foot square of the wall has 30 hit points per inch of thickness and hardness 10. A section of wall whose hit points drop to 0 is breached. If a creature tries to break through the wall with a single attack, the DC for the Strength check is 25 + 2 per inch of thickness. If you desire, the wall can be created vertically resting on a flat surface but not attached to the surface, so that it can be tipped over to fall on and crush creatures beneath it. The wall is 50% likely to tip in either direction if left unpushed. Creatures can push the wall in one direction rather than letting it fall randomly. A creature must make a DC 40 Strength check to push the wall over. Creatures with room to flee the falling wall may do so by making successful Reflex saves. Any Large or smaller creature that fails takes 10d6 points of damage. The wall cannot crush Huge and larger creatures. Like any iron wall, this wall is subject to rust, perforation, and other natural phenomena. Material Component: A small piece of sheet iron plus gold dust worth 50 gp (1 pound of gold dust).
15 Mana:
Fire Wall: This is a blazing curtain of shimmering violet fire. One side that you choose sends out a wave of heat, dealing 2d4 of fire damage to those within 10 feet and 1d4 points of fire damage to those between 10 and 20 feet away. This damage is dealt each round that the wall is in existence. The wall also will deal 2d6 points of fire damage +1 point each mana rank to any creature passing through the wall. If a 5’ section of the fire wall takes 20 points of cold damage in 1 round, that part of the wall goes out. Material Component: A small piece of phosphorusSalt Wall: This spell creates a gleaming wall of salt crystal that merges into adjoining rock surfaces. The wall can seal off a passage or breach, or be used to construct new walls. A wall of salt is 1 inch thick per caster level. You can double the wall's area by halving its thickness. The wall cannot be conjured so that it occupies the same space as a creature or another object. You can form a wall of salt into nearly any shape desired. The wall need not be vertical, nor rest upon any firm foundation; however, it must merge with and be solidly supported by existing stone. It can be used to bridge a chasm or as a ramp. If such a span is more than 20 feet long, the wall must be arched and buttressed, reducing the spell's area by half. For example, a 10th-level caster could create a salt span with a surface area of five 5-foot squares. The wall can be crudely shaped to allow crenellations, battlements, and so forth, by likewise reducing the area. The wall can be destroyed normally by a disintegrate spell or by chipping and breaking. Each 5-foot square of the wall has 3 hit points per inch and hardness 2. A section of wall whose hit points drop to 0 is breached. If a creature tries to break through the wall with a single attack, the DC for the Strength check is 15 + 1 per inch of thickness. Directing a constant blast of water at a wall of salt (for example, a geyser from a decanter of endless water) dissolves the mineral, dealing 10 points of damage per minute (which hardness does not reduce). It is possible, but difficult, to trap mobile opponents within or under a wall of salt, provided the wall is shaped so it can hold the creatures. Creatures can avoid entrapment with successful Reflex saves. Material Component: A crystal of rock salt.
Sound Wall: A translucent barrier of pure sound springs into existence. This wall is silent except for a faint hum, but bursts with discordant noise when touched by an object or creature. The wall deflects arrows, bolts, loose debris, and Small or smaller flying creatures like a wind wall spell, except these things rebound harmlessly rather than being directed upward. The burst of discordant noise deals 2d4 points of sonic damage to creatures within 10 feet of the triggering object or creature; touching or passing through the wall deals 2d6 points of sonic damage + 1 point of sonic damage per caster level (maximum +20). If you evoke the wall so that it appears where creatures are, each creature takes damage as if passing through the wall. A silence spell suppresses the wall within its area, but the wall reappears when the silence ends. Material Component: a tuning fork and a quartz crystal
Wind Wall: An invisible vertical curtain of wind appears. It is 1 foot thick and of considerable strength. It is a roaring blast sufficient to blow away any bird smaller than an eagle unless it makes a reflex save, or tear papers and similar materials from unsuspecting hands. (A Reflex save allows a creature to maintain its grasp on an object.) Tiny and Small flying creatures cannot pass through the barrier unless they succeed on a DC 23 Strength check. Loose materials and cloth garments fly upward when caught in a wind wall. Non-masterwork or non-magic arrows and bolts are deflected upward and miss, while any other normal ranged weapon passing through the wall has a 20% miss chance. Masterwork or magical ammo and ranged weapons can bypass the wind wall. (A giant-thrown boulder, a siege engine projectile, and other massive ranged weapons are not affected.) Gases, most gaseous breath weapons, and creatures in gaseous form cannot usually pass through the wall (although it is no barrier to incorporeal creatures). Creatures with gaseous breath weapons can attempt to bypass the wind wall but must when using their breath weapon make a Concentration check equal equal to what the DC would be for the spell to bypass the wind wall. While the wall must be vertical, you can shape it in any continuous path along the ground that you like. It is possible to create cylindrical or square wind walls to enclose specific points. Material Component: A tiny fan and a feather of exotic origin
22 Mana:
Ice Wall: A wall of ice is a sheet of strong, hard ice. It is 1-inch-thick per mana rank. Each 10-foot square of the ice wall has 3 hit points for each 1 inch of thickness. Fire deals full damage to the ice wall and suddenly melting the wall creates a great cloud of steamy fog that last for 10 minutes. Any creature takes 1d6 +1/mana rank points of cold damage if they break the wall and pass through the opening. Material Component: a tiny fan and a vile of waterForce Wall: The wall of force is invisible to the naked eye. The wall cannot be moved and is immune to damage of all kinds. It is also unaffected by most spells, including dispel magic. Disintegrate, a rod of cancellation, a sphere of annihilation and disjunction will destroy the wall immediately. Gaze attacks work through the wall of force. Spells and breath weapons cannot pass through the wall in either direction, although dimension door and teleport can bypass the barrier. It blocks ethereal creatures as well as material creatures (though ethereal creatures can usually get around it by floating below or over it. Material Component: A pinch of powder made from a clear gem.
Magma Wall: This spell creates a wall of thick magma that glows with a dull red heat. It merges into adjoining rock surfaces, melting the rock at the point of connection to form a smooth bond. The wall can seal off a passage or breach, but the intense heat causes flammable materials in contact with the wall of magma to catch fire instantly. A wall of magma is 1 inch thick per four caster levels. You can double the wall's area by halving its thickness. The wall cannot be conjured so that it occupies the same space as a creature or another object. You can shape a wall of magma into sheets and curves, but the molten wall cannot form domes or unsupported horizontal surfaces more than 5 feet across. The wall need not be vertical but must rest upon a firm foundation; it must merge with and be solidly supported by existing stone. The wall cannot hold complex forms such as crenellations. It is possible (though difficult) to form the wall into a ring to enclose creatures, but they can avoid this with successful Reflex saves. The wall sends forth waves of heat, dealing 2d6 points of fire damage to creatures within 10 feet and 1d6 points of fire damage to those past 10 feet but within 20 feet. Unlike a wall of fire, both sides of a wall of magma radiate heat. Since it is molten, the wall cannot be broken as such, but an object or creature could force its way through. It costs 4 squares of movement to move through a square containing a wall of magma, but creatures of the earth subtype can pass through the wall at normal speed. A wall of magma deals 5d6 points of fire damage +1 point of fire damage per caster level (maximum +20) to creatures passing through it, the same amount each round to any creature within it, and 2d6 points of fire damage per round for 1d3 rounds after a creature leaves the area of the wall. It deals double damage to undead and creatures with the water subtype. The wall can be destroyed normally by a disintegrate spell. If any 5-foot section of the wall takes 40 points of cold damage or more in a round, that section hardens into normal stone (hardness 8, 15 hit points per inch of thickness), which can then be chipped or broken as normal (DC 20 Strength check, +2 per inch of thickness). Do not divide cold damage by four, as normal for objects. Casting create water on the surface of a wall of magma creates a cloud of steamy fog that fills a cube with the dimensions of the length of wall affected. The fog dissipates after 10 minutes. Only the surface of the stone hardens; the wall is not cooled completely. Wall of magma can be made permanent with a permanency spell. A permanent wall of magma that is chilled by cold damage stays solid for 10 minutes, then returns to its molten state. Material Component: a small piece of pumice, obsidian, or other volcanic rock.
Limbs Wall: An immobile, vertical curtain of whirling limbs springs into existence. The limbs resemble your own forelimbs. A creature attempting to move through the wall takes 5d6 points of damage and must succeed on a DC 18 Strength check or become stuck within the wall and unable to move (a charging creature gains a +2 bonus on the Strength check). The creature takes 5d6 points of damage each round at the beginning of your turn until freed. A creature can free itself with a DC 18 Strength check, or by dealing 30 points of damage to a 5-foot section of wall. A creature that starts its turn next to a wall of limbs must succeed on a DC 18 Strength check or be grabbed by the flailing arms and become stuck, as above. If you evoke the wall so that it appears where creatures are, each creature takes damage as if passing through the wall. Each such creature can avoid the wall (ending up on the side of its choice) and thus take no damage by making a successful Reflex save. A wall of limbs provides cover against attacks made through it. Material Component: a bit of your dried flesh
Ooze Wall: The caster causes a flat, vertical wall of festering, stinking organic ooze to bubble into being. This wall can be used to seal off a passage or close a breach, for the wall inserts itself into any surrounding nonliving material if its area is sufficient to do so. The wall cannot be conjured so that it occupies the same space as a creature or another object. It must always be a flat plane, though the caster can shape its edges to fit the available space. A wall of ooze is 1 inch thick per four caster levels. The caster can double the wall's area by halving its thickness. Each 5-foot square of the wall has 50 hit points per inch of thickness and hardness 0. A section of wall brought to 0 hit points is breached. If a creature tries to break through the wall, the DC for the Strength check is 15 +2 per inch of thickness. Any creature touching the wall takes 2d6 points of acid damage per round from the corrosive, burning nature of the ooze. Only the surrounding material that the wall initially is conjured to touch—such as the floor or an adjoining wall—is immune to this damage. Furthermore, a creature that touches the wall must succeed at a Fortitude saving throw or be paralyzed by the ooze. The wall then consumes the creature in 1d6 rounds, digesting it and adding the creature's full normal hit point total to its own. Material Component: a bit of an ochre jelly or gray ooze.
46 Mana:
Prismatic Wall: Prismatic wall creates a vertical, opaque wall—a shimmering, multicolored plane of light that protects you from all forms of attack. The wall flashes with seven colors, each of which has a distinct power and purpose. The wall is immobile, and you can pass through and remain near the wall without harm. However, any other creature with less than 8 HD that is within 20 feet of the wall is blinded for 2d4 rounds by the colors if it looks at the wall. The wall’s maximum proportions are 4 feet wide per caster level and 2 feet high per caster level. A prismatic wall spell cast to materialize in a space occupied by a creature is disrupted, and the spell is wasted. Each color in the wall has a special effect. The accompanying table shows the seven colors of the wall, the order in which they appear, their effects on creatures trying to attack you or pass through the wall, and the magic needed to negate each color. The wall can be destroyed, color by color, in consecutive order, by various magical effects; however, the first color must be brought down before the second can be affected, and so on. A rod of cancellation or a mage’s disjunction spell destroys a prismatic wall, but an antimagic field fails to penetrate it. Dispel magic and greater dispel magic cannot dispel the wall or anything beyond it. Spell resistance is effective against a prismatic wall, but the caster level check must be repeated for each color present. Prismatic wall can be made permanent with a permanency spell.| Color | Order | Effect of Color | Negated By |
|---|---|---|---|
| Red | 1st | Stops nonmagical ranged weapons. Deals 20 points of fire damage (Reflex half) | Cone of Cold |
| Orange | 2nd | Stops magical ranged weapons. Deals 40 points of acid damage (Reflex half) | Gust of Wind |
| Yellow | 3rd | Stops poisons, gases, and petrification. Deals 80 points of electricity damage (Reflex half) | Disintegration |
| Green | 4th | Stops breath weapons. Poison (Kills; Fortitude partial for 1d6 points of Con damage instead) | Passwall |
| Blue | 5th | Stops divination and mental attacks. Turned to stone (Fortitude negates) | Magic Missile |
| Indigo | 6th | Stops all spells. Will save or become insane (as insanity spell) | Daylight |
| Violet | 7th | Energy field destroys all objects and effects.1 Creatures sent to another plane (Will negates) | Dispel Magic |
Material Components
- Fog Wall: a pinch of split dried peas
- Water Wall: a drop of water
- Sand Wall: a handful of sand
- Bramble Wall: a thorny stalk
- Stone Wall: a small block of granite
- Iron Wall: A small piece of sheet iron plus gold dust worth 50 gp (1 pound of gold dust)
- Fire Wall: A small piece of phosphorus
- Salt Wall: A crystal of rock salt
- Sound Wall: a tuning fork and a quartz crystal
- Wind Wall: A tiny fan and a feather of exotic origin
- Ice Wall: a tiny fan and a vile of water
- Force Wall: A pinch of powder made from a clear gem.
- Magma Wall: a small piece of pumice, obsidian, or other volcanic rock
- Limbs Wall: a bit of your dried flesh
- Ooze Wall: a bit of an ochre jelly or gray ooze
- Prismatic Wall: a crystal worth 200gp
Effect Duration
1 minute/ rank
Effect Casting Time
1 Action
Range
Close (25 ft. + 5 ft./2 Ranks)
Level
10 Mana
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