The character causes a flat, vertical iron wall to spring into
being. This wall can be used to seal off a passage or close a
breach, for 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 the character can shape its edges to fit the available
space.
The wall of iron is 1 inch thick per four caster levels. The
character can double the walls area by halving its
thickness. Each 5-foot square of the wall has 30 hit points per
inch of thickness. Creatures can hit the wall automatically, but
it is so hard that the first 10 points of damage from each blow
are ignored. (For example, a blow of 17 points of damage deals
only 7 to the wall.) 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.
If the character desires, 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
unpushed. Creatures can push the wall in one direction rather
than letting it fall randomly. A creature must succeed at a
Strength check (DC 40) to push the wall over. Creatures with room
to flee the falling wall may do so by making successful Reflex
saves. Large and smaller creatures who fail take 10d6 points of
damage. The wall cannot crush Huge and larger creatures.
Like any iron wall, this wall is subject to rust, perforation,
and other natural phenomena.
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