Level
7th
Casting Time
1 Hour
Range/Area
30 ft.
Components
V, S, M *
Duration
7 Days
School
Evocation
Attack/Save
DEX Save
Damage/Effect
Acid (...)

A ward employed by wizards who wish to not forestall intruders, but to also slay any who would dare attempt it. When you complete the casting of this spell, you fling out the diamond dust used in the casting of the spell, and it forms a nearly invisible (requiring a successful Intelligence (investigation) check against your spell save DC) wall of force. 

The wall appears in any orientation you choose, as a horizontal or vertical barrier or at an angle. It can be free floating or resting on a solid surface. You can form it into a hemispherical dome or a sphere with a radius of up to 10 feet, or you can shape a flat surface made up of ten 10-foot-by-10-foot panels. Each panel must be contiguous with another panel. In any form, the wall is 1/4 inch thick. It lasts for the duration. If the wall cuts through a creature's space when it appears, the creature is pushed to one side of the wall (your choice which side). If you choose the hemispherical conformation, attempts to dig under it extend the wall, potentially forming a sphere if suitably excavated.

When you cast this spell, designate a password, which can be spoken within 15 feet of the ward to temporarily suppress its effects. This suppression lasts for 1 minute, but the duration can be refreshed by simply speaking the password again.

The wall is immune to all damage, and nothing can pass through it physically or ethereally (as by passing through the Ethereal Plane). Spells cannot extend through it either, including teleportation magic, which shunts them to an unoccupied space within 5 feet of the wall on the side that they started on.

When a creature touches the wall (physically or ethereally), or attempts to teleport through it, the wall lashes out at them with elemental magic, forcing a Dexterity saving throw. On a failed save the creature takes 12d8 damage of the associated type, is pushed back 15 feet, and is knocked prone. On a successful save creatures take half damage, are not knocked back, and are not knocked prone. To determine the damage type, roll a d8, with the number rolled being represented on the table below.

d8 Damage Type
1 Acid
2 Cold
3 Fire
4 Force
5 Lightning
6 Poison
7 Psychic
8 Thunder

Attempts to dispel the wall, as by the dispel magic spell, fail outright; the spell even foils disintegrate and antimagic field. The ward is successfully dispelled only by casting prismatic spray directly at it.

If you cast this spell every 7 days for a full year in the same spot and conformation, the ward becomes permanent.

* - (100 GP worth of diamond dust, which the spell consumes)

Spell Tags: Damage Warding

Available For: Sorcerer (Legacy) Wizard (Legacy)

VikinYngof

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