A series of New Walls(PEACH) [Archive] - Wizards Community

Post/Author/DateTimePost
RavenDrake

02-19-07, 01:59 PM
I'm almost positive that I need to tweak the levels on most of these, so that's going to be a key area I want feedback on. Aside from that, I want to make sure that my descriptions are clear enough that there isn't any signifigant confusion about how the spells work and how they can be shaped.

These are not standard walls in the vein of Wall of Stone or similar. The main thing for these is that I'm trying to create a wall-type spell class that is designed to hedge out spells of a specific type or types(thus Veil of Fear blocks line of effect for Morale boosting spells)... though it seems that this effect is more in line with Abjuration than the respective schools of these spells (Mainly Evocation, but Necromancy for the Fear ones). I seem to remember reading about dual spell school spells before somewhere, but I can't recall if it was home-brew/3rd party or not...

At any rate, any and all feedback on these effects would be appreciated.

Veil of Dust
Conjuration [Creation]
Level: Brd 0, Drd 0, Sor/Wiz 0
Components: V, S, M
Casting Time: 1 Standard Action
Range: Close (25ft + 5ft/2 levels)
Effect: Wall up to 10ft long and 10ft high
Duration: 1 round per level
Saving Throw: Fortitude negates
Spell Resistance: Yes

With a dramatic flair of your hands, you cast forth a swirling shield
of motes and debris which conceal your form

This spell summons a simple, flat 2 inch thick curtain of dancing dust and sand at a point you designate that blocks sight to a minor degree. Creatures on opposite sides of the wall that cannot see over it suffer a 10% miss chance against opponents on the other side. While the veil itself is largely insubstantial, a creature passing through it must succeed a fortitude save or suffer a -1 circumstance penalty to attacks, saving throws, and skill checks for 1 round due to irritation from the dust.

If you evoke the wall so that it appears where creatures are, each creature makes a save as if passing through the wall.

Material Component: A handful of dust or sand.

Veil of Fear, Lesser
Necromancy [Fear, Mind Affecting]
Level: Brd 1, Sor/Wiz 1
Components: V, S, F
Casting Time: 1 Standard Action
Range: Close (25ft + 5ft / 2 levels)
Effect: Wall up to 10ft long per level and 5ft high per level(S)
Duration: 1 round per level
Saving Throw: Will Negates
Spell Resistance: Yes

With a dark declaration a purple miasma rises where you point, filling hearts with dread as wailing faces rise and swirl within the mist.

This spell creates a thin, translucent veil of fearful energy. Any creature with 5 or fewer HD who attempts to pass through a Lesser Veil of Fear must succeed a willpower save or become shaken until the end of their next turn.

Hostile creatures who attempt to attack through a Lesser Veil of Fear suffer a -2 morale penalty to attack and damage rolls due to the demoralizing effects of the veil. Additionally, a Lesser Veil of Fear blocks line of effect for all spells of equal or lower level with the Mind Affecting descriptor which provide morale bonuses.

While a Veil of Fear must be vertical, it can be shaped into any contiguous plane of any so that circular or square walls can be used to enclose an area. If you evoke the wall so that it appears where creatures are, each creature must save as if passing through the wall. A creature forced to flee in this manner, however, may choose which direction to run.

Focus: A Small crystalline skull worth 100gp

Cacophonous Veil, Lesser
Evocation(Sonic)
Level: Brd 2, Clr 2,
Components: V, M/DF
Casting Time: 1 Standard Action
Range: Close (25ft plus 5ft per two levels)
Effect: Wall who's area is up to 5 square feet per level(S)
Duration: 1 round per level
Saving Throw: None
Spell Resistance: Yes

A rising chant from your throat reaches its peak and it picked up and amplified, echoing around you as sonic distortions twist the air where you direct

This spell summons a wall of thrumming noise that distorts sound around it, making it difficult to hear. One or both sides of a Lesser Cacophonous Veil(selected by the caster when the spell is cast) radiates an area of white noise 10ft wide that makes hearing anything difficult or impossible.

A creature within the area of white noise must succeed a listen check (DC 5 + distance apart[in feet]) to understand anything said. Language dependant spells garbled, and do not function within the area of white noise. Spells with Verbal components suffer a 5% failure chance when cast within the area of White Noise due to the difficulty to the caster.

The Veil itself is visible as a distortion in the air. While it is intangible, creatures passing through it are subjected to powerful sonic waves and suffer 1d4 points of sonic damage plus one point per two caster levels (max of +5). Additionally a Lesser Cacophonous Veil blocks line of effect for all spells of equal or lower level with the Sonic or Language Dependant descriptors.

If you evoke the wall so that it appears where creatures are, each creature takes damage as if passing through the wall.

Material Component: A cicada husk

Veil of Fear
Necromancy [Fear, Mind Affecting]
Level: Brd 3, Sor/Wiz 3
Components: V, S, F
Casting Time: 1 Standard Action
Range: Close (25ft + 5ft / 2 levels)
Effect: Wall up to 10ft long per level and 5ft high per level(S)
Duration: 1 round per level
Saving Throw: Will Negates
Spell Resistance: Yes

As Lesser Veil of Fear except: Creatures with 10 or fewer HD who attempt to pass through the wall and fail their save become frightened until the end of their next turn, fleeing as best they can from the wall without passing through it. The morale penalty for making attacks through a Veil of Fear is -4.

Veil of Fear, Greater
Necromancy [Fear, Mind Affecting]
Level: Brd 5, Sor/Wiz 5
Components: V, S, F
Casting Time: 1 Standard Action
Range: Medium (100ft plus 10ft per level)
Effect: Wall up to 10ft long per level and 5ft high per level
Duration: 1 minute per level
Saving Throw: Will Negates (See text)
Spell Resistance: Yes

As Lesser Veil of Fear except as noted above and: Creatures with 20HD or less who attempt to pass through the wall and fail their saving throw become panicked until the end of their next turn, dropping all held items and fleeing as best as possible from the wall without passing through it. If cornered a panicked creature cowers. Even if they succeed their save, any creature who passes through a Greater Veil of Fear is shaken for 1d4 rounds. The morale penalty for attacks made through a Greater Veil of Fear is -6.

Cacophonous Veil
Evocation (Sonic}
Level: Brd 6, Clr 6
Components: V, S, M/DF
Casting Time: 1 Standard Action
Range: Medium (100ft plus 10ft per level)
Effect: Wall up to 10 square feet per level
Duration: 1 Round per level
Saving Throw: None
Spell Resistance: Yes

As Lesser Cacophonous Veil except as noted above and the following: The area of white noise extends 20ft from the wall, the listen check DC in the area of White Noise increases to 10 + 1 per foot apart and creatures passing through the wall suffer 2d4 points of sonic damage +1 per two caster levels (Max of +10).

Veil of Storms
Evocation [Air, Electricity, Sonic]
Level: Drd 7, Sor/Wiz 8
Components: V, S, M/DF
Casting Time: 1 Standard Action
Range: Medium (100ft plus 10ft/level)
Effect: Wall up to 10ft long and 10ft high per level(S)
Duration: Concentration plus 1 round per level
Saving Throw: See Text
Spell Resistance: Yes

With a mighty cry a curtain of swirling clouds, crackling with thunder and lighting, rises in front of you and encircles your foes

Veil of Storms creates an opaque wall of dense clouds and swirling winds approximately 5ft thick that can deflect objects, halt spells, and smite your foes with thunder and lightning.

Veil of Storms affects creatures and objects as a Wind Wall. Additionally, it screens out spells that manipulate weather blocking line of effect for all spells and spell-like abilities with the Air and Electricity descriptors, as well as supernatural abilities that make use of electricity. Creatures on opposite sides of the wall that cannot see over it have total concealment relative to each other.

Any creature who approaches within 20ft of a Veil of Storms, or who starts their turn within 20ft of a Veil of Storms, attracts a lightning bolt that deals 2d8 points of electricity damage plus 1 per two caster levels(Max of +10). Creatures attempting to pass through a Veil of Storms are struck with an additional bolts of lightning dealing 5d8 points of electricity damage plus one per caster level (max of +20) and must make a successful strength check (DC 15) to force their way through the heavy buffeting winds, otherwise they are halted at the wall.

As long as the caster maintains concentration on this spell, as a swift action each round they may designate one point along the wall to generate a powerful thunderclap. This effect is a 20ft burst that deals 1d8 points of sonic energy damage plus one point per two caster levels(Max of +10, Fortitude save for half). Any creature that takes damage from this thunderclap effect must succeed a fortitude saving throw or be deafened for 1d4 minutes. A successful save means they are deafened for 1d4 rounds. The wall itself does not block line of effect for this burst.

If you evoke the wall so that it appears where creatures are, each creature
takes damage as if passing through the wall.

Cage of Time
Evocation
Level: Sor/Wiz 8
Components: V, S, M, F
Casting Time: 1 Standard Action
Range: Medium (100ft + 10ft per level)
Effect: Translucent plane of slowed time up to 10-ft square per level(
S)
Duration: 1/round per level
Saving Throw: Reflex or Fortitude negates(see text)
Spell Resistance: Yes

This spell creates a translucent curtain of energy that radiates temporal energy on one or both sides, the casters choice when casting, that slows any matter that comes in contact with it to the point of stopping it. It functions exactly as a Wall of Force except for the following:

Any creature that approaches within 30ft of a section of Cage of Time that radiates temporal energy must succeed a fortitude save each round or be Slowed as the spell. Any creature that enters within 10ft of a Section of a Cage of Time that radiates temporal energy is automatically slowed with no save. Unattended objects, energy, and spell effects (such as projectiles, Rays, and any spell, spell-like or supernatural ability that with an area of effect or which requires a ranged touch attack) who's line of effect takes them within this area are slowed down as well. Each foot of distance traveled within that radius counts as two feet for the
purposes of determining maximum range, area of effect, and effective range penalties. Any projectile or effect slowed in this way suffers a -4 penalty to it's attack roll if it required one.

A Cage of Time can be cast anywhere within the range and the caster has the option to shape the spell as he or she wishes, though a Cage of Timemust be made of a single contiguous plane of temporal energy. It does not have to be anchored to any object as it fixes itself in space and is immobile. The planes of a Cage of Time can pass through objects and creatures, and do not harm them, however, any creature who occupies a space that a Cage of Time passes through when it springs into existence must immediately make a Reflex saving throw. A successful save allows the creature to avoid the plane of time, and they may move to either side of the wall as it passes(creature's choice). Creatures who fail their save,
however, are caught in the plane of the wall and held in temporal stasis. They are immobile and effectively helpless as though held, however they are encased in a field of time and are immune to damage and cannot be affected by spells, spell-like abilities or supernatural abilities until the spell ends. Time is stopped for them, and thus rounds trapped in this temporal stasis do not count against the duration of any ongoing effect. As their metabolisms do not function while this spell is in effect abilities such as fast healing, regeneration, and effects such as poison do not progress while trapped.

Material Components: A pinch of amber dust, a drop of mercury, and three basil leaves

Focus: A polished crystal sphere.