Pillar of Iron (Sorcerer/Wizard Spell): Difference between revisions

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m (Tbolling moved page Wall of Iron (Spell) to Pillar of Iron (Spell) without leaving a redirect: Text replacement - "Wall of Iron" to "Pillar of Iron")
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| Components=<onlyinclude>{{#ifeq:{{{transcludesection|Components}}}
| Components=<onlyinclude>{{#ifeq:{{{transcludesection|Components}}}
| Components|V, S, M
| Components|V, S, M
}}</onlyinclude> (a small iron sheet plus gold dust worth 50 gp)
}}</onlyinclude> (A small iron sheet plus gold dust, worth 1 gp.)


| Range=<onlyinclude>{{#ifeq:{{{transcludesection|Range}}}
| Range=<onlyinclude>{{#ifeq:{{{transcludesection|Range}}}
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| Target=<onlyinclude>{{#ifeq:{{{transcludesection|Target}}}
| Target=<onlyinclude>{{#ifeq:{{{transcludesection|Target}}}
| Target|iron wall whose area is up to one 5-ft. square/lvl; see text
| Target|One pillar five feet wide and ten feet tall per ten caster levels, 2 at 11th, 3 at 21st, and 4 at 31st.
}}</onlyinclude>
}}</onlyinclude>


| Duration=<onlyinclude>{{#ifeq:{{{transcludesection|Duration}}}
| Duration=<onlyinclude>{{#ifeq:{{{transcludesection|Duration}}}
| Duration|Instant
| Duration|Day
   <!-- Values: Instant, Concentration, 1Round, Combat, Encounter, Day, Moon, Year, or anything else -->
   <!-- Values: Instant, Concentration, 1Round, Combat, Encounter, Day, Moon, Year, or anything else -->
}}</onlyinclude>
}}</onlyinclude>


| Save=<onlyinclude>{{#ifeq:{{{transcludesection|Save}}}
| Save=<onlyinclude>{{#ifeq:{{{transcludesection|Save}}}
| Save|see text
| Save|ReflHalf
   <!-- Values: None,  
   <!-- Values: None,  
       FortHalf, FortNegates, HFortHalf (for "Harmless (Fort for half damage)"), HFortNegates,  
       FortHalf, FortNegates, HFortHalf (for "Harmless (Fort for half damage)"), HFortNegates,  
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| Save-DC=<onlyinclude>{{#ifeq:{{{transcludesection|Save-DC}}}
| Save-DC=<onlyinclude>{{#ifeq:{{{transcludesection|Save-DC}}}
| Save-DC|
| Save-DC|Weak
   <!-- Values: None, Weak, Strong, Hybrid, or anything else -->
   <!-- Values: None, Weak, Strong, Hybrid, or anything else -->
}}</onlyinclude>
}}</onlyinclude>


| Lays-Charge=<onlyinclude>{{#ifeq:{{{transcludesection|Lays-Charge}}}
| Lays-Charge=<onlyinclude>{{#ifeq:{{{transcludesection|Lays-Charge}}}
| Lays-Charge|
| Lays-Charge|Y
   <!-- Values: Y, or leave blank -->
   <!-- Values: Y, or leave blank -->
}}</onlyinclude>
}}</onlyinclude>
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| Charge-Notes=<onlyinclude>{{#ifeq:{{{transcludesection|Charge-Notes}}}
| Charge-Notes=<onlyinclude>{{#ifeq:{{{transcludesection|Charge-Notes}}}
| Charge-Notes|
| Charge-Notes|This charge can support multiple castings of the same spell, the charges merging into one another.
}}</onlyinclude>
}}</onlyinclude>


| SR=<onlyinclude>{{#ifeq:{{{transcludesection|SR}}}
| SR=<onlyinclude>{{#ifeq:{{{transcludesection|SR}}}
| SR|no
| SR|Y
   <!-- Values: Y, or leave blank -->
   <!-- Values: Y, or leave blank -->
}}</onlyinclude>
}}</onlyinclude>


| Description = You cause a flat, vertical iron wall to spring into being. The wall inserts itself into any surrounding nonliving material if its area is sufficient to do so. The wall cannot be conjured so that it occupies the same space as a creature or another object. It must always be a flat plane, though you can shape its edges to fit the available space.
| Description = You point accusingly at the ground, commanding it to yield its strength to your will. As the spell reaches its peak, the earth obeys!


: A ''Wall of Iron'' is 1 inch thick per four [[caster level]]s. You can double the wall's area by halving its thickness. Each 5-foot square of the wall has 30 [[hit point]]s per inch of thickness and [[hardness]] 10. 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 25 + 2 per inch of thickness.
: At the culmination of the casting, you make a powerful gesture as though raising a heavy weight, and one of more pillars of grim black Iron grind into place.  


: If you desire, the wall can be created vertically resting on a flat surface but not attached to the surface, so that it can be tipped over to fall on and crush creatures beneath it. The wall is 50% likely to tip in either direction if left un-pushed. Creatures can push the wall in one direction rather than letting it fall randomly. A creature must make a DC 40 Strength check to push the wall over. Creatures with room to flee the falling wall may do so by making successful [[REFL]] saves. Any Large or smaller creature that fails takes 10d6 points of damage while fleeing from the wall. The wall cannot crush Huge and larger creatures.
: This spell brings into existence a number of Pillars as defined above.  Each Pillar must originate from a square on a horizontal solid surface to which you have line of sight. Each pillar must be vertical. No two pillars can be adjacent to each other: There must be at least five feet (one square) between each Pillar, although that space can be Blocked, Occupied, Impeded, etc.


: Like any iron wall, this wall is subject to rust, perforation, and other natural phenomena. Iron created by this spell is not suitable for use in the creation of other objects and cannot be sold.
: If you evoke the pillars so that one or more appear in the space of any creature, that creature suffers {{circle|3}} of {{dmg|bludgeoning}}, and enough [[Push]] to move them out of the square. If they fall Prone to avoid the Push, they become Prone, lying on the square atop the  Pillar. If the Pillar does not have enough space to rise to its full height, it conforms to the space available.
 
: Damaged creatures are allowed a saving throw as defined above for half damage. A given creature can be affected by this initial effect only once, no matter how large it is. The pillars block the squares they appear in.
 
: Furthermore, once each round, the caster can choose a Pillar and burst it as a standard action. This bursting dispels that Pillar and causes {{circle|3}} of {{dmg|slashing}} to all creatures in a 3x3 space adjacent to the Pillar, chosen by the caster.
 
: At the time of casting the caster decides if the pillars are square (creatures cannot cut the corners to go around it), or rounded (allowing creatures to cut the corners when trying to move around it). Once placed, each Pillar is immobile and fixed in place for the duration of the spell.
 
: If cast multiple times, several castings can be 'joined together' to create more and more pillars, with the caveat that at least five feet must separate all pillars at all times.  Attempting to place a pillar adjacent to another pillar causes the entire spell to fail, even if the pillars were built up over several castings.
 
: Each Pillar of Iron provides [[Cover]] to creatures on the opposite side of it.
 
: Pillars can be circumvented by some movement types, such as Flight, Vaulting, or Burrow.
 
: Each Pillar is immune to Hit Point damage but can be destroyed by [[Sunder]]s. To Sunder a pillar, roll against the Maneuver Defense of the caster. Each Pillar has a Durability equal to the Caster Level of the caster plus the Spell level of the Spell, so it requires several Sunders to dispel them. Other siege damage can be used to destroy them as well. If Dispel or Disjunction is used on them, each Pillar must be dispelled, with a separate casting of the Dispel or Disjunction.
 
: ''Pillar of Iron'' blocks [[line of sight]], and [[line of effect]].


| ShortDesc=<onlyinclude>{{#ifeq:{{{transcludesection|ShortDesc}}}
| ShortDesc=<onlyinclude>{{#ifeq:{{{transcludesection|ShortDesc}}}
| ShortDesc|30 hp/four levels; can topple onto foes.
| ShortDesc|Creates extremely durable pillars of solid Iron.
}}</onlyinclude>
}}</onlyinclude>


| Reviewed=<onlyinclude>{{#ifeq:{{{transcludesection|Reviewed}}}
| Reviewed=<onlyinclude>{{#ifeq:{{{transcludesection|Reviewed}}}
| Reviewed|N
| Reviewed|Y
<!-- Values: N (not reviewed) or Y (reviewed); blank defaults to "N" -->
<!-- Values: N (not reviewed) or Y (reviewed); blank defaults to "N" -->
}}</onlyinclude>}}
}}</onlyinclude>}}

Revision as of 18:36, 18 December 2018

Level: Sorcerer/Wizard 6
School: Conjuration (creation)
Domain: artifice 7
Subdomain: metal 6
Elemental School: earth 6, metal 6

Casting

Casting Time: Standard Action, or as the first attack in a Full Attack Action
Components: V, S, M (A small iron sheet plus gold dust, worth 1 gp.)

Effect

Range: Medium (100 ft. + 10 ft./lvl)
Target or Area: One pillar 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 your next full night's rest
Saving Throw: Reflex partial
Save DC: 10 + caster stat modifier + spell level
Spell Resistance: Yes

Description

You point accusingly at the ground, commanding it to yield its strength to your will. As the spell reaches its peak, the earth obeys!
At the culmination of the casting, you make a powerful gesture as though raising a heavy weight, and one of more pillars of grim black Iron grind into place.
This spell brings into existence a number of Pillars as defined above. Each Pillar must originate from a square on a horizontal solid surface to which you have line of sight. Each pillar must be vertical. No two pillars can be adjacent to each other: There must be at least five feet (one square) between each Pillar, although that space can be Blocked, Occupied, Impeded, etc.
If you evoke the pillars so that one or more appear in the space of any creature, that creature suffers (Circle 3 damage): 1d6 points of damage per character level (max 10d6 at character level 10) of bludgeoning (physical, common), and enough Push to move them out of the square. If they fall Prone to avoid the Push, they become Prone, lying on the square atop the Pillar. If the Pillar does not have enough space to rise to its full height, it conforms to the space available.
Damaged creatures are allowed a saving throw as defined above for half damage. A given creature can be affected by this initial effect only once, no matter how large it is. The pillars block the squares they appear in.
Furthermore, once each round, the caster can choose a Pillar and burst it as a standard action. This bursting dispels that Pillar and causes (Circle 3 damage): 1d6 points of damage per character level (max 10d6 at character level 10) of slashing (physical, common) to all creatures in a 3x3 space adjacent to the Pillar, chosen by the caster.
At the time of casting the caster decides if the pillars are square (creatures cannot cut the corners to go around it), or rounded (allowing creatures to cut the corners when trying to move around it). Once placed, each Pillar is immobile and fixed in place for the duration of the spell.
If cast multiple times, several castings can be 'joined together' to create more and more pillars, with the caveat that at least five feet must separate all pillars at all times. Attempting to place a pillar adjacent to another pillar causes the entire spell to fail, even if the pillars were built up over several castings.
Each Pillar of Iron provides Cover to creatures on the opposite side of it.
Pillars can be circumvented by some movement types, such as Flight, Vaulting, or Burrow.
Each Pillar is immune to Hit Point damage but can be destroyed by Sunders. To Sunder a pillar, roll against the Maneuver Defense of the caster. Each Pillar has a Durability equal to the Caster Level of the caster plus the Spell level of the Spell, so it requires several Sunders to dispel them. Other siege damage can be used to destroy them as well. If Dispel or Disjunction is used on them, each Pillar must be dispelled, with a separate casting of the Dispel or Disjunction.
Pillar of Iron blocks line of sight, and line of effect.
This spell lays an arcane or divine charge on its target(s), depending on the caster who is casting the spell. If the targets are something other than you or another creature (such as an object or area), the spell lays an arcane or divine charge on you, the caster. Divine casters lay a divine charge, and arcane casters lay an arcane charge. Targets which already have an arcane or divine charge present must choose which to keep if the new spell has the same charge type. Only one arcane charge and one divine charge can ever be present on a target at a time.
This charge can support multiple castings of the same spell, the charges merging into one another.



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