Magic/Spells/Conjure Wall

Keywords: Elemental(Any), Creation, Emanation

Prerequisites: One Affinity Keyword Universal Talent, See Text

Target: Continuous line containing one 5-foot square per BCB

Duration: See text

Range: Close

Action: Standard

Saving Throw: See text

Spell Resistance: Yes (see text)

Description: You may spend a spell point to conjure a wall composed of an element you possess an affinity for at a space within range. This wall may be as large as one 5-foot square per BCB, and each square must be placed adjacent to another section of wall in a continuous line. Additional effects, saving throws, and details are determined by the wall type talent applied to this spell when casting. Once the spell ends the wall dissipates leaving no material behind.

Special: When you gain this spell, if you don’t already have one, select a single wall type talent that you qualify for (if you do not qualify for any wall type talents you cannot select this spell). For the purposes of prepared casters this spell does not take a slot to prepare, but also cannot be used without a wall type talent prepared, wall type talents take up slots as normal.

Wall of Fire
Prerequisite: Fire Affinity, Conjure Wall, BCB 5th

Saving Throw: Reflex(Half)

Duration: 1 round per BCB

Benefit: You conjure a wall of fire that does not hinder movement, but does harm creatures near or passing through it. 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 further than 10 feet but within 20 feet. In addition, the wall deals 2d6 points of fire damage to any creature that shares a space with or passes through the wall. The wall deals this damage when it appears, and to all creatures in the area on your turn each round (each creature only takes this damage once on your turn, using the value for the closest proximity, even if it is within range of multiple sections of wall, but may take damage for passing through the wall outside of your turn).

At 10th BCB, and every 5 thereafter, the damage die size (but not the quantity) improves by 1 step (1d4 to 1d6, 2d4 to 2d6, 2d6 to 2d8, 2d8 to 2d10, etc.).

If you evoke the wall so that it appears where creatures are, those creatures take damage as if sharing a space with the wall. If any 5-foot length of wall takes 20 points or more of dark or water damage in 1 round, that length goes away.

Wall of Ice
Prerequisite: Cold Affinity, Conjure Wall

Saving Throw: Reflex(Negates)

Duration: 1 minute per BCB

Benefit: A sheet of strong, hard ice appears blocking movement of creatures attempting to move through squares it occupies. The wall is 1 inch thick per four BCB. 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 at least one side.

Each square of wall has 5 hit points per inch of thickness and 5 hardness. Fire and Light damage bypass any hardness the wall possesses. A section of wall whose hit points drop to 0 is breached. Even when the ice has been broken through, a sheet of frigid air remains in the broken square. Any creature stepping through it, including the one who broke through the wall, automatically takes 1d6 points of cold damage plus an additional 1d6 per 5 BCB you possess.

Wall of Earth
Prerequisite: Earth Affinity, Conjure Wall

Saving Throw: Reflex(Negates)

Duration: Instantaneous

Benefit: You may conjure a wall of a single material type. The wall inserts itself into any surrounding nonliving material if its area is sufficient to do so and blocks the movement of creatures attempting to move through squares it occupies. It must always be a flat plane, though you can shape its edges to fit the available space.

If the wall is conjured so that it occupies the same space as a creature, that creature is subject to a save attack against his reflex, a success causing the creature to be knocked prone, while a failure allows the creature to be harmlessly moved into an adjacent square of their choice.

The conjured wall is 1 inch thick per four BCB. You may initially create the wall from stone, allowing for more materials as you gain BCB, determining the hit points and hardness of each square of the wall.

Wall of Light
Prerequisite: Light Affinity, Conjure Wall, BCB 8th

Saving Throw: Reflex(Negates) or Fortitude(Negates)

Duration: 1 round per BCB

Benefit: You conjure a blinding curtain of light. The wall sheds bright light to a range of 60 feet in all directions, or a single direction chosen by the caster when the spell is cast. A creature adjacent to the wall is subject to their choice of a reflex save attack or fortitude save attack (to avert their eyes or resist the blinding effect). A success causes the creature to be blinded as long as it remains adjacent plus an additional 1d4 rounds thereafter. A creature that passes through the wall is automatically blinded without any save, but are subject to a reflex save attack, causing the creature to take 1d6 points of light damage on a success, and no damage on a failure. Creatures capable of seeing the bright light of the wall within 60 feet of it, but are not adjacent, are instead dazzled while within the wall’s area of bright light (no save). As the wall is a pure mass of light the wall does not obstruct movement of creatures, spells, or projectiles through it, though creatures are unable to see clearly through the wall of light (effectively blocking line of sight), this does not block vision for the side the caster designated light to not shine from.

Wall of Darkness
Prerequisite: Dark Affinity, Conjure Wall

Saving Throw: Reflex(Half)

Duration: 1 round per BCB

Benefit: You create a wall of black shadows that cannot be seen through and saps the strength of those that pass through it. The lighting within the area of the wall is lowered to darkness (regardless of existing lighting conditions) and the light level within 5 feet + 5 feet per 5 BCB of the wall is lowered by 1 step. Creatures on opposite sides of the wall have total concealment (50% miss chance) from each other unless they possess darkvision. If a creature attempts to pass through the wall, make a fortitude save attack against the creature. Success causes the creature to be fatigued while two degrees of success cause the creature to be exhausted.

The wall need not touch the ground, but must be continuous and unbroken when formed.

Mist Wall
Prerequisite: Water Affinity, Conjure Wall

Saving Throw: None (See text)

Duration: 1 minute per BCB

Benefit: You a of misty vapor. The wall obscures vision, granting concealment (20% miss chance) against creatures on the other side of the wall. A creature that shares a square with the wall counts as being on neither side of the wall and neither benefits nor suffers from the concealment. Any creature moving into or attempting to pass through the wall must succeed at a CMB check check or be entangled (and unable to move) until the start of its next turn. The CMD of the wall uses the caster's SPB as their BAB and their casting ability modifier as their strength modifier for determining the CMD of the wall for this check. A creature that starts its turn in the wall can freely move within it or move out of the wall in either direction. Only a tier 3 or higher wind disperses the wall, and it does so in 1 round.

Wind Wall
Prerequisite: Wind Affinity, Conjure Wall

Saving Throw: None

Duration: 1 round per BCB

Benefit: You create a wall of wind. Squares of wind wall are created with tier 3 wind rising upwards from the squares the wall is within; improving by 1 tier at 10th BCB and every 5 BCB thereafter. Creatures whose speeds are lower than the speed adjustment of the wind are not blown away, but fail to cross into or through the wind wall and are knocked prone. Creatures whose speed matches the speed adjustment may still move at a rate of 5 feet through the wind wall as a full-round action. Creatures moving through the wind wall have their overall movement for the turn reduced by the speed adjustment of the wind. Projectiles passing through the wind wall take double the normal ranged weapon penalty for the tier of wind due to the upwards direction of the wind wall.

Conjure Maze
Prerequisite: Conjure Wall

Benefit: When placing sections of wall, you do not need to arrange those sections in a continuous line but they must still be adjacent to another section of wall.

Conjure Pillar
Prerequisite: Conjure Wall, Conjure Maze

Benefit: When placing sections of wall, you may place those sections into any open space within range even if they are not adjacent to other sections of wall.

Wandering Wall
Prerequisite: Conjure Wall

Benefit: As a move action, you may adjust the position of any sections of wall to any other legal placement within range. The total amount of movement, divided between all adjusted sections of wall, must be less than 5 feet per BCB. This may not be utilized with walls with an instantaneous duration.

Lava Wall
Prerequisite: Fire Affinity; Conjure Wall, and Wall of Earth, BCB 14th

Saving Throw: Reflex(None)

Duration: (see text)

Benefit: When you create a wall of stone with the wall of earth talent you may spend an additional spell point to cause it to become superheated stone to the point it turns to lava. Unlike a normal wall of stone a creature may attempt to move through a wall of lava by spending a full-round action, but a creature attempting to move through a wall of lava takes 1d6 fire damage per BCB. A wall of lava has the same hit points, thickness, and hardness as a wall of stone. Weapons striking a wall of lava take 2d6 fire damage (or the creature if it was a unarmed strike or natural weapon). Creatures who begin their turn next to a wall of lava take 2d6 fire damage.

If a wall of lava is conjured from under a creature they are subject to a reflex save attack. A successful attack results in the creature take damage as if they attempted to pass through the wall of lava, if you fail the creature may move to an adjacent square and take no damage.

Finally once per round you may cause it to erupt as a move action, allowing you to make a ranged touch attack against a creature within 60 feet of the wall. Creatures struck by the lava wall take 1d4 damage per 2 BCB, but doing so reduces the overall size of the wall by 1d4 5ft squares.

If any 5-foot length of wall takes 20 points or more of dark or water damage in 1 round, that length returns to normal stone, though reverts to lava if it remains adjacent to other segments of lava wall; this only affects stone wall segments originally conjured from the lava wall.

A lava wall eventually cools to return to a standard stone wall after a number of rounds per BCB have passed.

Electrified Wall
Prerequisite: Electric Affinity; Conjure Wall, and Wall of Earth, BCB 5th

Saving Throw: Reflex(Half)

Duration: (see text)

Benefit: When creating an iron, steel, or adamantine wall you may spend an additional spell point to cause it to become electrified. Creatures attacking the wall with a metal weapon take 2d6 electricity damage, weapons that are not conductive simply take damage to themselves without damaging the wielder.

A creature who touches the wall, such as through an unarmed strike, natural weapon, willing touch, or unwilling movement into, is subject to a reflex save attack. A successful save attack causes the creature to take 1d6 electric damage per 2 BCB you possess, a failure causes the creature to only take half damage.

An electrified wall eventually loses its electric charge after a number of rounds per BCB have passed.