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Wondrous Walls

September 7th, 2017

Joshua Zaback

Obscure Arcana Archive

Walls are both symbolically and practically powerful, which makes them an exciting subject for magic spells. Walls also benefit from versatility in design; they can be used as a barrier to keep people out, as a border that punishes those that cross it, as a curtain to divide forces, or as a rampart to tower over your enemies. With that in mind, I figured it would be fun to create some wall spells that you can use to turn the tide of battle in your favor.

 

ANGELIC WALL
School conjuration (creation) [good]; Level cleric 4, inquisitor 4, paladin 3, sorcerer/wizard 4, summoner 4
Casting Time 1 standard action
Components V, S, M (a pure white feather)
Range medium (100 ft. + 10 ft./level)
Effect wall whose area is up to one 5-ft. square/level
Duration 1 minute/level (D)
Saving Throw Reflex partial; Spell Resistance no

You summon into existence a wall of pure white angel’s wings that flap and beat the air, stirring up the wind and knocking individuals down. The wall must be contiguous, but need not touch any surface as the wall can fly. The wall cannot be erected through creatures or solid objects, and attempting to do so causes the spell to fail. The wall can be of any shape you desire.

The 10-foot area around the wall is wrapped in a powerful 50 mph wind. Additionally, characters that enter the area or begin their turn within this area must make a Reflex save or fall prone. The wall cannot be easily passed through, as it is solid, but a character can attempt a Reflex save in order to pass through it. If she a fails this save, she suffers 5d6 points of bludgeoning damage and is knocked prone on the side of the wall she originated on. The wall can be attacked and destroyed: each 5-foot section has AC 5 and hit points equal to your caster level, but is immune to damage except from evil weapons and spells.

 

HEDGE WALL
School conjuration (teleportation); Level psychic 9, shaman 9, sorcerer/wizard 9, witch 9
Casting Time 1 standard action
Components V, S, M (a rhododendron leaf)
Range close (25 ft. + 5 ft./2 levels)
Effect wall whose area is up to one 5-ft. square/level
Duration 10 minutes
Saving Throw none; Spell Resistance yes

You create a wall of mystical hedges that instantly transport those that do not know how to pick their way through it into an extradimensional hedge maze. The wall must be contiguous and the entire width of the wall must be in contact with a solid horizontal surface. Any character touching the wall must succeed on an Intelligence check (DC 20) or be transported into an extradimensional hedge maze, as with the spell maze. A character trapped in the maze may attempt an Intelligence check (DC 20) each round to escape. The wall can be destroyed with fire damage; each section of the wall has 5 hit points per caster level and AC 5. For each section of the wall that is destroyed, characters trapped in the hedge maze gain a +2 bonus on their Intelligence check made to escape. Dispelling the wall instantly frees all characters trapped in the extradimensional hedge maze.

 

SKELETAL WALL
School necromancy [evil]; Level antipaladin 2, cleric 3, sorcerer/wizard 3, spiritualist 3, summoner 3, witch 3
Casting Time 1 standard action
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Effect wall whose area is up to one 10-ft. square/level
Duration 1 minute/level (D) 
Saving Throw none; Spell Resistance no

You call into being a wall of writhing animated bones conjured forth from the netherworld. The wall is actually comprised of hundreds of thousands of fiendish skeletons and evil spirits, which animate it. The wall can be whatever shape you desire, so long as it is a flat plane and at least one 10-foot square is in contact with a solid horizontal surface (such as a floor or ceiling). The wall can be climbed with a DC 10 Climb check; however, characters climbing the wall are subjected to the writhing claws of the creatures that comprise it, causing the climbing character to suffer 3d6 points of damage each round. The wall can also be breached with attacks: the wall has AC 5 and DR 5/bludgeoning, and each 10-foot section has 10 hit points per caster level. Whenever a 10-foot section is destroyed, it reforms 1d2 rounds later with full hit points. Characters that end their turn adjacent to the wall are raked by its claws, suffering the same damage as a character climbing it.