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Wall of Iron

Magic-User 6, Necromancer 6, Spellcrafter 6
Level 6Range: 90'Duration: permanentCore p21-42 + BF-Necromancer r12 + BF-Spellcrafters r11
Using this spell the caster creates an iron wall. The wall stands upright, and consists of up to one 10'x10' square section, one inch thick, per caster level. The caster can increase the thickness of the wall with a proportionate reduction in the area; for example, doubling the thickness halves the area. The caster may choose to make the wall smaller than the maximum size if desired. The wall may not be made less than one inch thick, and must always be created in contact with the ground or floor beneath it. It is always a flat plate with no bends, but the edges do not have to be straight; indeed, the caster can cause the wall edge to mold itself around any obstructing object very closely. The wall cannot otherwise be created such that it occupies the space of any object or creature. If the caster wishes, the wall edges will bond to any inanimate materials they touch (stone walls, soil, furnishings, and so on). If this is not done, the wall may be unsupported (as determined by the GM based on the situation) and will thus likely fall. If left unattended, there is an equal chance it will fall in either direction in 1d6 rounds, but it can be pushed in a specific direction by any character having a minimum of Strength score of 13, or any monster with 4 or more hit dice. Several creatures can work together to do so if desired. (If the optional Ability Roll rule is being used, a Strength roll at -3 is sufficient to topple the wall.) When the wall falls, any creatures it falls upon are likely to be injured or killed. If it is possible for a character or creature to escape the area (i.e. it has sufficient movement rate and is not otherwise prevented from doing so), it is allowed to roll a save vs. Death Ray (with Dexterity bonus added). If this save is successful, the creature or character moves by the most direct route to the nearest safe space; if the save fails or it is for some reason impossible to flee, 10d6 points of damage are inflicted on that victim. Creatures larger than ogre-sized are immune to being crushed and will simply be knocked down if the save fails. The wall is permanent, as indicated, but being made of iron is susceptible to rust and corrosion.
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If left unattended, there is an equal chance it will fall in either direction in 1d6 round…
if the save fails or it is for some reason impossible to flee, 10d6 points of damage are i…