3e SRD:Wall of Iron
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This material is published under the OGL 1.0a. |
Conjuration (Creation) | |
Level: | Sor/Wiz 5 |
---|---|
Components: | V, S, M |
Casting time: | 1 action |
Range: | Medium (100 ft. + 10 ft./level) |
Effect: | Iron wall whose area is up to one 5-ft. square/level (see text) |
Duration: | Instantaneous |
Saving Throw: | See text |
Spell Resistance: | No |
The character causes 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 the character can shape its edges to fit the available space.
The wall of iron is 1 inch thick per four caster levels. The character 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. Creatures can hit the wall automatically, but it is so hard that the first 10 points of damage from each blow are ignored. 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 the character desires, 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 succeed at a Strength check (DC 40) to push the wall over. Creatures with room to flee the falling wall may do so by making successful Reflex saves. Large and smaller creatures who fail take 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: Worth at least 50 gp.
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