Courses / AR / Arcane Wall

Arcane Wall

Code:
AR 241
Prerequisites:
Qualifies For:
Level:
2
Study DC:
10

Arcane Wall

Spell

Time:
Action
Target:
A number of contiguous spaces within sight
Cost:
Defense:
Health save reduces, health save escapes
Duration:
Repel d10, or until the caster rests, whichever comes first

You create a wall of raging arcane power, which is difficult to pass through.

Select a number of contiguous spaces, up to a limit. A wall of hazardous arcane energies 30 ft. high forms in the chosen spaces.

You cannot cast this spell on an occupied space.
This enchantment does not overlap or stack on the same space.
If multiple Arcane Walls overlap on the same space, only the strongest wall has any effect on that space.

Any ranged attack which passes through the wall has disadvantage.
The wall provides partial concealment to objects on the other side of it.

A creature which attempts to enter a space occupied by the wall, or starts its turn in a space occupied by the wall must make a health save or try a test of Strength.

Pass:
If it passes, it may enter and pass through the wall freely, but it takes damage for each space that the wall occupies which it traverses.

Fail:
If it fails, it is repelled by the wall if it tried to enter, or trapped within if it was already inside.
It takes damage and is immobilized for the rest of that turn.

Repel d10:
Each time something tries to pass through the wall, roll a d10.
If you roll a 1, the wall is exhausted and fades away, after that object is repelled or forces its way through the wall.

You can end this spell as a fast action.

Suggested Backfire: You imprison your space within an arcane wall, which you cannot dismiss.

Affinity:
When you take this class, choose which element your Arcane Walls are.
Whenever you cast this spell, it will normally be of that element.
You can try to cast this spell using a different element, but must pass a DC 20 test of Spellcraft each time to change the element from what it normally is.

Tags: Spellburn, Action, Spell, Ranged, Area, Enchantment, Health, Save, Elemental, Damage, Debuff, Affinity

Duelist’s Cage

Spell

Time:
Action
Target:
You and at least one enemy in an area
Cost:
Defense:
None
Duration:
Until the caster rests or is defeated

You create a sphere up to 15 ft. in radius which prevents any creature trapped within it, including yourself, from going outside of it.
A creature may spend its action to try a DC 30 test of Strength to exit the sphere.
You must be inside the sphere when you cast it.
Things from outside the sphere may enter it freely.

This spell ends if you are defeated, or you leave its area.
You can end this spell as a fast action.

Tags: Spell, Action, Spellburn, Area, Mobility

“You shall not pass!” - Gandalf


Upgrades
Name Effort Requires Description
Unlock 10 You can cast Arcane Wall
1d8 elemental damage
DC 17 save
DC 20 test of Strength
5 spaces
Area 1 10 Unlock 9 spaces
Area 2 15 Area 1 16 spaces
Duelist’s Cage 0 Area 1 You can cast Duelist’s Cage
DC 30 test of Strength
Extra Credit
Solidify
Effort: 10
Requires: Mastery
Spellburn 1 and spend an action casting a spell to reinforce the wall.
Until the start of your next turn, your Arcane Wall gets:
+1 save DC,
+5 test of Strength DC,
ranged attacks cannot pass through the wall,
and you do not have to roll the repel die for the wall.
The Walls Close In
Effort: 10
Requires: Mastery
You may move your Arcane Wall 5 ft. on each of your turns.
If it moves into an occupied space, the creature that was in the space must pass a DC 16 health save or be pushed 5 ft. in the direction of the wall’s movement if space is available.
(If this would push it into a mortal hazard, it gets advantage on its save.)