| Description | Walls and magical barriers |
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| School | Casting Time | Source Book | ||||||||||||||||||||||||||||||||
| Save - Res | Level | Comps | ||||||||||||||||||||||||||||||||
| Dur | Range | Recharge | ||||||||||||||||||||||||||||||||
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| Full Description | ||||||||||||||||||||||||||||||||||
| Blade Barrier | ||||||||||||||||||||||||||||||||||
| Evocation [Force] | 1 standard action | SRD | ||||||||||||||||||||||||||||||||
| Reflex half or Reflex negates; see text - Yes | Arc 6, Artificer 6, Clr 6, Good 6, Metal 6, War 6, Wmg 6 | V, S | ||||||||||||||||||||||||||||||||
| 1 min./level (D) | Medium | General | ||||||||||||||||||||||||||||||||
| Effect: Wall of whirling blades up to 20 ft. long/ level, or a ringed wall of whirling blades with a radius of up to 5 ft. per two levels; either form 20 ft. high | ||||||||||||||||||||||||||||||||||
Wall of blades deals 1d6/level damage. |
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An immobile, vertical curtain of whirling blades shaped of pure force springs into existence. Any creature passing through the wall takes 1d6 points of damage per caster level (maximum 15d6), with a Reflex save for half damage. If you evoke the barrier 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 blade barrier provides cover (+4 bonus to AC, +2 bonus on Reflex saves) against attacks made through it. |
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| Curtain of Light | ||||||||||||||||||||||||||||||||||
| Book of Exalted Deeds | ||||||||||||||||||||||||||||||||||
| Sanctified 5 | ||||||||||||||||||||||||||||||||||
| General | ||||||||||||||||||||||||||||||||||
Shapable curtain of light does 2d4 damage/round to evil creatures and 2d6 damage +1/level (max +20) to evil creatures passing through (double for undead). |
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| Illusory Wall | ||||||||||||||||||||||||||||||||||
| Illusion (Figment) | 1 standard action | SRD | ||||||||||||||||||||||||||||||||
| Will disbelief (if interacted with) - No | Arc 4, Shu 4, Sor/Wiz 4 | V, S | ||||||||||||||||||||||||||||||||
| Permanent | Close | 24 hours | ||||||||||||||||||||||||||||||||
| Effect: Image 1 ft. by 10 ft. by 10 ft. | ||||||||||||||||||||||||||||||||||
Wall, floor, or ceiling looks real, but anything can pass through. |
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This spell creates the illusion of a wall, floor, ceiling, or similar surface. It appears absolutely real when viewed, but physical objects can pass through it without difficulty. When the spell is used to hide pits, traps, or normal doors, any detection abilities that do not require sight work normally. Touch or a probing search reveals the true nature of the surface, though such measures do not cause the illusion to disappear. |
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| Prismatic Wall | ||||||||||||||||||||||||||||||||||
| Abjuration | 1 standard action | SRD | ||||||||||||||||||||||||||||||||
| See text - See text | Sor/Wiz 8, Wmg 8 | V, S | ||||||||||||||||||||||||||||||||
| 10 min./level (D) | Close | General | ||||||||||||||||||||||||||||||||
| Effect: Wall 4 ft./level wide, 2 ft./level high | ||||||||||||||||||||||||||||||||||
Wall’s colors have array of effects. |
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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 dispel magic, greater 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.
1) The violet effect makes the special effects of the other six colors redundant, but these six effects are included here because certain magic items can create prismatic effects one color at a time, and spell resistance might render some colors ineffective (see above). |
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| Wall of Chains | ||||||||||||||||||||||||||||||||||
| Book of Vile Darkness | ||||||||||||||||||||||||||||||||||
| Sor/Wiz 3 | ||||||||||||||||||||||||||||||||||
| 30 minutes | ||||||||||||||||||||||||||||||||||
Creates barrier of woven chains that has 20 hp/4 caster levels. |
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| Wall of Coldfire (M) | ||||||||||||||||||||||||||||||||||
| Frostburn | ||||||||||||||||||||||||||||||||||
| Arc 5, Drd 5, Sor/Wiz 4 | ||||||||||||||||||||||||||||||||||
| General | ||||||||||||||||||||||||||||||||||
Deals 2d4 of cold damage out to 10 ft. and 1d4 out to 20 ft. Passing through wall deals 2d6 frostburn damage +1/level. |
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| Wall of Deadly Chains | ||||||||||||||||||||||||||||||||||
| Book of Vile Darkness | ||||||||||||||||||||||||||||||||||
| Sor/Wiz 4 | ||||||||||||||||||||||||||||||||||
| 30 minutes | ||||||||||||||||||||||||||||||||||
Creates barrier of woven chains that has 20 hp/4 caster levels and deals 3d6 damage to all within 5 ft. |
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| Wall of Dispel Magic | ||||||||||||||||||||||||||||||||||
| Underdark | ||||||||||||||||||||||||||||||||||
| Arc 5, Brd 4, Clr 5, Drd 5, Sor/Wiz 5 | ||||||||||||||||||||||||||||||||||
| 5 minutes | ||||||||||||||||||||||||||||||||||
Creatures passing through a transparent wall becomes subject of targeted dispel magic. |
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| Wall of Eyes | ||||||||||||||||||||||||||||||||||
| Book of Vile Darkness | ||||||||||||||||||||||||||||||||||
| Sor/Wiz 7 | ||||||||||||||||||||||||||||||||||
| 12 hours | ||||||||||||||||||||||||||||||||||
Creates barrier that you can see through and that paralyzes and consumes those that touch it. |
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| Wall of Fire | ||||||||||||||||||||||||||||||||||
| Evocation [Fire] | 1 standard action | SRD | ||||||||||||||||||||||||||||||||
| None - Yes | Adp 4, Arc 4, Blg 4, Drd 5, Fire 4, Shu 4, Sor/Wiz 4, Wmg 4, Wuj 4 | V, S, M/DF | ||||||||||||||||||||||||||||||||
| Concentration + 1 round/level | Medium | General | ||||||||||||||||||||||||||||||||
| Effect: Opaque sheet of flame up to 20 ft. long/level or a ring of fire with a radius of up to 5 ft. per two levels; either form 20 ft. high | ||||||||||||||||||||||||||||||||||
Deals 2d4 fire damage out to 10 ft. and 1d4 out to 20 ft. Passing through wall deals 2d6 damage +1/level. |
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An immobile, blazing curtain of shimmering violet fire springs into existence. One side of the wall, selected by you, sends forth waves of heat, dealing 2d4 points of fire damage to creatures within 10 feet and 1d4 points of fire damage to those past 10 feet but within 20 feet. The wall deals this damage when it appears and on your turn each round to all creatures in the area. In addition, the wall deals 2d6 points of fire damage +1 point of fire damage per caster level (maximum +20) to any creature passing through it. The wall deals double damage to undead creatures. If you evoke the wall so that it appears where creatures are, each creature takes damage as if passing through the wall. If any 5-foot length of wall takes 20 points of cold damage or more in 1 round, that length goes out. (Do not divide cold damage by 4, as normal for objects.) Wall of fire can be made permanent with a permanency spell. A permanent wall of fire that is extinguished by cold damage becomes inactive for 10 minutes, then reforms at normal strength. |
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| Wall of Force | ||||||||||||||||||||||||||||||||||
| Evocation [Force] | 1 standard action | SRD | ||||||||||||||||||||||||||||||||
| None - No | Artificer 5, Force 5, Sor/Wiz 5, VDarkness 6, Wuj 5 | V, S, M | ||||||||||||||||||||||||||||||||
| 1 round/level (D) | Close | General | ||||||||||||||||||||||||||||||||
| Effect: Wall whose area is up to one 10-ft. square/level | ||||||||||||||||||||||||||||||||||
Wall is immune to damage. |
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A wall of force spell creates an invisible wall of force. The wall cannot move, it is immune to damage of all kinds, and it is unaffected by most spells, including dispel magic. However, disintegrate immediately destroys it, as does a rod of cancellation, a sphere of annihilation, or a mage's disjunction spell. Breath weapons and spells cannot pass through the wall in either direction, although dimension door, teleport, and similar effects can bypass the barrier. It blocks ethereal creatures as well as material ones (though ethereal creatures can usually get around the wall by floating under or over it through material floors and ceilings). Gaze attacks can operate through a wall of force. The caster can form the wall into a flat, vertical plane whose area is up to one 10- foot square per level. The wall must be continuous and unbroken when formed. If its surface is broken by any object or creature, the spell fails. Wall of force can be made permanent with a permanency spell. |
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| Wall of Greater Dispel Magic | ||||||||||||||||||||||||||||||||||
| Underdark | ||||||||||||||||||||||||||||||||||
| Arc 8, Brd 5, Clr 8, Drd 8, Sor/Wiz 8 | ||||||||||||||||||||||||||||||||||
| 5 minutes | ||||||||||||||||||||||||||||||||||
Creatures passing through a transparent wall become subjects of targeted dispel magic, greater. |
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| Wall of Ice | ||||||||||||||||||||||||||||||||||
| Evocation [Cold] | 1 standard action | SRD | ||||||||||||||||||||||||||||||||
| Reflex negates; see text - Yes | Arc 5, Cold 5, Ocean 5, Shu 5, Sor/Wiz 4, Wuj 4 | V, S, M/DF | ||||||||||||||||||||||||||||||||
| 1 min./level | Medium | General | ||||||||||||||||||||||||||||||||
| Effect: Anchored plane of ice, up to one 10-ft. square/level, or hemisphere of ice with a radius of up to 3 ft. + 1 ft./level | ||||||||||||||||||||||||||||||||||
Ice plane creates wall with 15 hp +1/level, or hemisphere can trap creatures inside. |
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This spell creates an anchored plane of ice or a hemisphere of ice, depending on the version selected. A wall of ice cannot form in an area occupied by physical objects or creatures. Its surface must be smooth and unbroken when created. Any creature adjacent to the wall when it is created may attempt a Reflex save to disrupt the wall as it is being formed. A successful save indicates that the spell automatically fails. Fire can melt a wall of ice, and it deals full damage to the wall (instead of the normal half damage taken by objects). Suddenly melting a wall of ice creates a great cloud of steamy fog that lasts for 10 minutes. Ice Plane: A sheet of strong, hard ice appears. The wall is 1 inch thick per caster level. It covers up to a 10-foot-square area per caster level (so a 10th-level wizard can create a wall of ice 100 feet long and 10 feet high, a wall 50 feet long and 20 feet high, or some other combination of length and height that does not exceed 1,000 square feet). The plane can be oriented in any fashion as long as it is anchored. A vertical wall need only be anchored on the floor, while a horizontal or slanting wall must be anchored on two opposite sides. Each 10-foot square of wall has 3 hit points per inch of thickness. Creatures can hit the wall automatically. 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 + caster level. Even when the ice has been broken through, a sheet of frigid air remains. Any creature stepping through it (including the one who broke through the wall) takes 1d6 points of cold damage +1 point per caster level (no save). Hemisphere: The wall takes the form of a hemisphere whose maximum radius is 3 feet + 1 foot per caster level. The hemisphere is as hard to break through as the ice plane form, but it does not deal damage to those who go through a breach. |
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| Wall of Iron (M) | ||||||||||||||||||||||||||||||||||
| Conjuration (Creation) | 1 standard action | SRD | ||||||||||||||||||||||||||||||||
| See text - No | Arc 5, Artificer 6, Metal 5, Shu 5, Sor/Wiz 6, Wuj 6 | V, S, M | ||||||||||||||||||||||||||||||||
| Instant | Medium | 12 hours | ||||||||||||||||||||||||||||||||
| Effect: Iron wall whose area is up to one 5-ft. square/level; see text | ||||||||||||||||||||||||||||||||||
| Materials: A small piece of sheet iron plus gold dust worth 50 gp (1 pound of gold dust). | ||||||||||||||||||||||||||||||||||
30 hp/four levels; can topple onto foes. |
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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 walls 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. |
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| Wall of Magma | ||||||||||||||||||||||||||||||||||
| Sandstorm | ||||||||||||||||||||||||||||||||||
| Arc 5, Clr 5, Drd 6, Sor/Wiz 5 | ||||||||||||||||||||||||||||||||||
| 5 minutes | ||||||||||||||||||||||||||||||||||
Deals 2d6 fire damage out to 10 ft. and 1d6 out to 20 ft. Passing through wall deals 5d6 damage +1/level. |
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| Wall of Ooze | ||||||||||||||||||||||||||||||||||
| Book of Vile Darkness | ||||||||||||||||||||||||||||||||||
| Arc 5, Clr 5, Sor/Wiz 5 | ||||||||||||||||||||||||||||||||||
| General | ||||||||||||||||||||||||||||||||||
Creates barrier that has 50 hp/4 levels that paralyzes and deals 2d6 damage to all that touch it. |
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| Wall of Salt | ||||||||||||||||||||||||||||||||||
| Sandstorm | ||||||||||||||||||||||||||||||||||
| Arc 4, Clr 4, Drd 4, Sor/Wiz 4 | ||||||||||||||||||||||||||||||||||
| General | ||||||||||||||||||||||||||||||||||
Wall of salt that can be shaped. |
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| Wall of Sand | ||||||||||||||||||||||||||||||||||
| PGtF | ||||||||||||||||||||||||||||||||||
| Arc 4, Clr 4, Drd 5, Sor/Wiz 4 | ||||||||||||||||||||||||||||||||||
| General | ||||||||||||||||||||||||||||||||||
Swirling sand blocks ranged attacks, slows movement through. |
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| Wall of Sand 2 | ||||||||||||||||||||||||||||||||||
| Sandstorm | ||||||||||||||||||||||||||||||||||
| Arc 4, Clr 4, Drd 4, Sor/Wiz 4 | ||||||||||||||||||||||||||||||||||
| 30 minutes | ||||||||||||||||||||||||||||||||||
Wall impedes movement, obscures vision, and blocks some attacks. |
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| Wall of Stone | ||||||||||||||||||||||||||||||||||
| Conjuration (Creation) [Earth] | 1 standard action | SRD | ||||||||||||||||||||||||||||||||
| See text - No | Adp 5, APeace 5, Arc 5, Artificer 5, Clr 5, Craft 5, Drd 6, Earth 5, Shu 5, Sor/Wiz 5, Wuj 5 | V, S, M/DF | ||||||||||||||||||||||||||||||||
| Instant | Medium | 12 hours | ||||||||||||||||||||||||||||||||
| Effect: Stone wall whose area is up to one 5-ft. square/level (S) | ||||||||||||||||||||||||||||||||||
Creates a stone wall that can be shaped. |
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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 walls 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 spells 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. |
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| Wall of Thorns | ||||||||||||||||||||||||||||||||||
| Conjuration (Creation) | 1 standard action | SRD | ||||||||||||||||||||||||||||||||
| None - No | Arc 5, Drd 5, Plant 5 | V, S | ||||||||||||||||||||||||||||||||
| 10 min./level (D) | Medium | General | ||||||||||||||||||||||||||||||||
| Effect: Wall of thorny brush, up to one 10-ft. cube/level (S) | ||||||||||||||||||||||||||||||||||
Thorns damage anyone who tries to pass. |
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A wall of thorns spell creates a barrier of very tough, pliable, tangled brush bearing needle-sharp thorns as long as a humans finger. Any creature forced into or attempting to move through a wall of thorns takes slashing damage per round of movement equal to 25 minus the creatures AC. Dexterity and dodge bonuses to AC do not count for this calculation. (Creatures with an Armor Class of 25 or higher, without considering Dexterity and dodge bonuses, take no damage from contact with the wall.) You can make the wall as thin as 5 feet thick, which allows you to shape the wall as a number of 10-by-10-by-5-foot blocks equal to twice your caster level. This has no effect on the damage dealt by the thorns, but any creature attempting to break through takes that much less time to force its way through the barrier. Creatures can force their way slowly through the wall by making a Strength check as a full-round action. For every 5 points by which the check exceeds 20, a creature moves 5 feet (up to a maximum distance equal to its normal land speed). Of course, moving or attempting to move through the thorns incurs damage as described above. A creature trapped in the thorns can choose to remain motionless in order to avoid taking any more damage. Any creature within the area of the spell when it is cast takes damage as if it had moved into the wall and is caught inside. In order to escape, it must attempt to push its way free, or it can wait until the spell ends. Creatures with the ability to pass through overgrown areas unhindered can pass through a wall of thorns at normal speed without taking damage. A wall of thorns can be breached by slow work with edged weapons. Chopping away at the wall creates a safe passage 1 foot deep for every 10 minutes of work. Normal fire cannot harm the barrier, but magical fire burns it away in 10 minutes. Despite its appearance, a wall of thorns is not actually a living plant, and thus is unaffected by spells that affect plants. |
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| Wall of Water | ||||||||||||||||||||||||||||||||||
| Sandstorm | ||||||||||||||||||||||||||||||||||
| Arc 4, Clr 4, Drd 4, Sor/Wiz 4 | ||||||||||||||||||||||||||||||||||
| General | ||||||||||||||||||||||||||||||||||
Wall impedes movement and can drown creatures. |
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| Wind Wall | ||||||||||||||||||||||||||||||||||
| Evocation [Air] | 1 standard action | SRD | ||||||||||||||||||||||||||||||||
| None; see text - Yes | Air 2, APeace 3, Arc 3, Clr 3, Drd 3, HB 3, Rgr 2, Shu 3, Sor/Wiz 3 | V, S, M/DF | ||||||||||||||||||||||||||||||||
| 1 round/level | Medium | General | ||||||||||||||||||||||||||||||||
| Effect: Wall up to 10 ft./level long and 5 ft./level high (S) | ||||||||||||||||||||||||||||||||||
Deflects arrows, smaller creatures, and gases. |
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An invisible vertical curtain of wind appears. It is 2 feet thick and of considerable strength. It is a roaring blast sufficient to blow away any bird smaller than an eagle, 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. Loose materials and cloth garments fly upward when caught in a wind wall. Arrows and bolts are deflected upward and miss, while any other normal ranged weapon passing through the wall has a 30% miss chance. (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 pass through the wall (although it is no barrier to incorporeal creatures). 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. |
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