Wind Wall (Sorcerer/Wizard Spell)

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Level: Sorcerer/Wizard 3
School: Abjuration

Casting

Casting Time: Standard Action, or the first attack of a Full Attack Action
Components: V, S, M (A tiny fan and an exotic feather, worth 1 gp.)

Effect

Range: Medium (100 ft. + 10 ft./lvl)
Target or Area: One wall segment five feet wide and ten feet tall per ten caster levels, 2 at 11th, 3 at 21st, and 4 at 31st.
Duration: Until the end of the current encounter, the end of the next encounter, or until the start of a full night's rest, whichever is sooner
Saving Throw: No saving throw granted
Save DC: -
Spell Resistance: Yes

Description

You speak in rapid, gusty cadence, vigorously fanning a feather in your hands, directing the wind thus created to form a small, intense, sustained blast where you wish it. A vertical curtain of wind appears, vapor and dust fountaining. It is intensely compressed, and completely fills a number of squares. The caster must define at the time of casting if the effect is rounded (allowing creatures to cut the corners when trying to move around it) or squared (creatures cannot cut the corners to go around it.)
This roaring blast moves vertically as seen by the caster when cast, and remains fixed for the duration. It is of strength sufficient to blow away any bird smaller than an eagle, or tear papers and similar materials from unsuspecting hands. (The caster may make a Caster Check against the Maneuver Defense of creatures affected, to see if any light eligible objects are affected.) Size Tiny and smaller flying creatures cannot pass through the barrier. Loose materials and cloth garments fly upward when caught in a Wind Wall. Tiny or smaller creatures treat the squares of a Wind Wall as Impeded Terrain, Large or smaller creatures treat the squares of a Wind Wall as Difficult Terrain. Some movement types (Burrow, Teleport, or Vaulting, for example) may be able to bypass the walls effects, depending upon circumstances.
Projectiles (such as arrows and bolts) from any direction that pass through a wind wall are deflected upward and take a -2 penalty to hit, while any other normal ranged weapon passing through the wall takes a -1 to-hit. (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 according to the local map, you can shape it in any continuous path along the ground that you like. Choose squares that are occupied by the Wind Wall and place them in a continuous shape as desired. It is possible to create cylindrical or square wind walls to enclose specific points. If cast multiple times, several castings can be 'joined together' to create longer or taller walls. Each five foot long and ten foot tall segment created can be placed side to side or above an existing segment, and they join together to form a seamless barrier.
Wind wall does not block line of sight except to sound and scent-based senses. It does break line of effect for objects small enough to be tossed upwards by the spell (as detailed above), but larger objects, and creatures sized-small or larger, still have line of effect. Fireball, for example, is blocked, but Contagious Flames is not.
This spell can be used to disperse Obscuring spells. Gases, fogs, and vapors that intersect the squares occupied by this spell are dispersed in those squares.
Obscuring spells include: Obscuring (Acid Fog (Sorcerer/Wizard Spell),  Aggressive Thundercloud, Greater (Druid Spell),  Aggressive Thundercloud, Greater (Sorcerer/Wizard Spell),  Aggressive Thundercloud (Druid Spell),  Aggressive Thundercloud (Sorcerer/Wizard Spell),  Barrow Haze (Cleric Spell),  Barrow Haze (Sorcerer/Wizard Spell),  Cloudkill (Sorcerer/Wizard Spell),  Euphoric Cloud (Druid Spell),  Euphoric Cloud (Sorcerer/Wizard Spell),  Fog Cloud (Alchemist Extract),  Fog Cloud (Druid Spell),  Fog Cloud (Ranger Poultice),  Fog Cloud (Sorcerer/Wizard Spell),  Incendiary Cloud (Sorcerer/Wizard Spell),  Mind Fog (Bard Spell),  Mind Fog (Paladin Spell),  Mind Fog (Sorcerer/Wizard Spell),  Nauseating Trail (Alchemist Extract),  Nauseating Trail (Druid Spell),  Nauseating Trail (Sorcerer/Wizard Spell),  Plague Storm (Cleric Spell),  Plague Storm (Druid Spell),  Plague Storm (Sorcerer/Wizard Spell),  Solid Fog (Sorcerer/Wizard Spell),  Stinking Cloud (Alchemist Extract),  Stinking Cloud (Sorcerer/Wizard Spell),  Twilight Haze (Paladin Spell),  Twilight Haze (Sorcerer/Wizard Spell)), and any other effects the GM rules as being affected.

Mana Burn Circle Damage

Spell Circle Burn Cost Req'd Char Level Base Dice Max Dice
0 N/A N/A 1d4 per 2 character levels max of 4d4 at character level 8
1 N/A 1st 1d6 per character level max of 4d6 at character level 4
2 +1 3rd 1d6 per character level max of 6d6 at character level 6
3 +1 5th 1d6 per character level max of 10d6 at character level 10
4 +1 7th 1d6+1 per character level max of 12d6+12 at character level 12
5 +1 9th 1d6+1 per character level max of 15d6+15 at character level 15
6 +1 11th 1d6+2 per character level max of 16d6+32 at character level 16
7 +1 13th 1d6+2 per character level max of 20d6+40 at character level 20
8 +1 15th 1d6+3 per character level max of 21d6+63 at character level 21
9 +1 17th 1d6+3 per character level max of 25d6+75 at character level 25
10 +1 19th 1d6+4 per character level max of 25d6+100 at character level 25
11 +1 21st 1d6+5 per character level max of 25d6+125 at character level 25
12 +1 23rd 1d6+6 per character level max of 27d6+162 at character level 27
13 +1 25th 1d6+7 per character level max of 27d6+189 at character level 27
14 +1 27th 1d6+8 per character level max of 29d6+232 at character level 29
15 +1 29th 1d6+9 per character level max of 29d6+261 at character level 29
16 +1 31st 1d6+10 per character level max of 30d6+300 at character level 30
17 +1 33rd 1d6+11 per character level max of 30d6+330 at character level 30
18 +1 35th 1d6+12 per character level max of 30d6+360 at character level 30