Sunday, January 2, 2011

Campaign Design - Spells: Wall of Crystal

Wall of Crystal (from Vigil Watch: Secrets of the Asaatthi)
Conjuration (Creation)

Level: Cleric/Favored Soul 5, Druid/Spirit Shaman 6, Sorcerer/Wizard 5
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Medium (100 feet + 10 feet per caster level)
Target, Effect, or Area: Crystal wall whose area is up to one 5 foot square per caster level (S)
Duration: Instantaneous
Saving Throw: See text
Spell Resistance: No

You cause a flat, transparent crystal wall to manifest. It inserts itself into any surrounding nonliving material if its area is sufficient to do so, making it useful for sealing a passage or closing a breach or just putting in a window. It can be created in simple geometric shapes like a curve, an angle, or even a hollow sphere, although doing so reduces the spell's area by half. The wall cannot be conjured so that it occupies the same space as a creature or another object.

A wall of crystal is 1 inch thick per four caster levels and is composed of up to one 5-foot square per caster level. You can double the wall's area by halving its thickness. Each 5-foot square has 10 hit points per inch of thickness and hardness 5. 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 + 2 per inch of thickness. Although conjured, the wall is normal crystal. It can be destroyed by a disintegrate spell or by normal means such as breaking or chipping.

The crystal is flawless but is of an industrial grade and is not considered a precious mineral. It is not invisible, but requires a DC 10 Spot check to notice it in normal lighting, and a DC 18 Spot check to notice it in poor lighting. Despite the quality, clarity drops the thicker the wall gets. At 1-foot thickness, the wall of crystal is cloudy and rippled, applying a -8 penalty to visual checks to look through it. Also, the DC to notice the wall drops by 10.

The wall can be created to stand vertically on a surface, but not be attached to that surface, allowing it to be tipped over or otherwise moved. If not pushed over, the wall is 50% likely to tip in either direction. A creature must make a DC 30 Strength check to push the wall over. Creatures with room to flee the falling wall do so on a successful Reflex save. Any Large or smaller creature that fails suffers 6d6 points of damage. The wall cannot crush Huge or larger creatures. the wall shatters when it falls if you fail a break DC check (DC 15 + 2 per inch of thickness). it is also possible to trap mobile opponents under a domed wall or sphere. Creatures can avoid entrapment with a successful Reflex save.

Arcane material component: A diamond or small chunk of crystal worth 50 shillings.

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